I wanted to thank you for such a thorough review and open mind about my post / project. I'd like to take a few moments to discuss some of your points and I will definitely take many of them to heart on how to improve it.
Short Summary of my thoughts:
MuffinMetrics may be promising long term, but I'm disappointed with the state of it now at its first mention, which appears to be no more than a Patreon funding request with only a few screenshots and the promise of features, but nothing to play with. MuffinMetrics is far from the "new era of FFXI simulations" that it claims to be, considering that its current state appears to be, at best, a sidegrade with less functionality than existing software. The planned future work is more ambitious than the developer's apparent history suggests they're capable of when comparing Google Docs checklists to web application development and rigorous in game testing and verification. I want a new FFXI simulator/calculator to take over the scene and free me, but I worry that MuffinMetrics will not reach such heights within on a reasonable timescale and may be abandoned before reaching its potential and standing out from existing software and spreadsheets. I do not recommend placing any funding into this project at present, but do recommend keeping an eye on it for a few months.
100% it is above my skill set, But I have been pushing myself to continue to learn what I can and keep going. I am very proud of what I've made so far and plan to continue to develop it to be the best version of the tool the community deserves.
I fully get the skepticism and fears of it being a money grab. All I can offer is my word that it isn't, but unless you know me that is not worth a lot. I tried to be upfront that supporting before I release offers no benefit. Perhaps the best call would have been just to keep quiet with everything until it was ready to release. But I was excited for it and my close friends were excited for it, so I foolishly thought others would be as well.
Positive notes:
It looks like it may be a web app, which is the best option for such software as long as the hosting web server remains active and available (and ad-free). This is a huge positive that massively expands the reach of the application to the community, who may be uncomfortable with local software downloads.
MuffinMetrics includes total HP, MP (BLM Death damage and Myrkr return), and defense stats, which can be useful compare estimated enemy damage to players (enemy DPS!). Seeing block rates included would be nice too. Neither enemy damage nor player block rates appear to be available at the moment, though.
Thanks for some positive points!
Sorry for these appearances, I do see how it looks like that. This is not my intention.
If the project is a web application, then there may be no way for advanced users to make changes. Any and all adjustments must be requested before being rejected or implemented, which introduces significant delays to otherwise simple personal changes.
A web application introduces the potential of being taken offline due to a lack of funding or for personal reasons (similar to the loss of some useful BG Wiki guides).
The software is not open source. You must trust that the calculations are mathematically correct with no way to verify or locate issues/operations yourself.
Yea I've thought of these as well, I have plans to work on a 'show the math' mode so people can see how the numbers work together. And being disabled and on fixed income, the patreon idea was me trying to create a solution for the costs of hosting. Hopefully when it is functional, people will be able to make decisions with a bit more trust to keep it available and ad free for everyone.
The post mentions a "goal" to keep MuffinMetrics ad-free. This suggests ads are already being considered. I dislike even the idea of ads, but I'm not sure how expensive it may be to host this online.
Not really being considered, I really hate ads and think everyone else does as well. I also don't know the costs yet and am really hoping it isn't too much.
The application appears to be limited to manual set building and single damage calculations (not simulations). Its functionality is limited to the equivalent of the "Quicklook" buttons from existing software, but without TP return and no DPS simulation option yet. It's not clear if the "Expected Damage" from MuffinMetrics is an estimate of the mean, median, or mode of the "true-to-game" damage distribution.
There is no "find the potentially best set automatically and let me work from there" option. It's manual from start to finish, which is the old spreadsheet method. I do not see this as a huge negative, but the author claims "new era" so I expected significant improvements on all fronts, similar to my moving from single-job spreadsheets to all jobs Python software.
I do plan to have both available for the 1.0 release, but again that is just the word of a guy on the internet.
I present the general notes I took while reading the main post here.
Most of the post is flavor text with no meaning and is being heavily over-sold to increase hype. A little thought while reading immediately dispels the hype and leaves only questions about why the explanations are so verbose with no substance. This reminded me of reading resumes with ambiguous text trying to sound impressive but with no demonstrated metrics of success, but I also agree that it could be seen as AI assisted writing without a sufficiently detailed prompt. The use of the long dashes certainly does not help since this has been a good indicator of copy/pasted AI text.
Yea, I guess I was overly excited about my project and assumed others would be as well. I will say that I did use GPT to help write this post to convey a lot of information without stumbling over my own words. It was never my intent to deceive people.
The introduction mentions "exploring lockstyles" as a purpose of MuffinMetrics. Does this application plan to integrate AltanaView or similar? This makes the project seem poorly-defined and overly ambitious. I recommend scaling back and building up later unless this functionality is already implemented.
The only note directly from the author on what MuffinMetrics does to "set it apart" from other simulators is its treatment of PDL from gear and PDL from traits. As far as I'm aware, my software is the only other FFXI damage simulation and calculation software "widely" used by the community, and
my software does not have an issue with PDL calculations. This suggests a few things:
I have had comments to look into adding in a gear viewer option, much like AltanaViewer. I think it would be nice to have without having to download an older exe. Just unsure on the legal limitations. Absolutely it is ambitious, ffxi is and has been a long passion of mine. I like helping people. I don't plan on everything being go from the start and I do understand and plan for a lot of building up.
I have heard of yours, it is the python based one if I am remembering correct. I am not trying to steal people away or say yours has flaws. I know many many people use it, but having multiple sources for the same material 'should' just push eachother to be even better. I see no issue with having more than one tool that does similar things. I also make the assumption that you are likely a busy person. I am disabled and spend most of my time trying to manage my pain and find distractions. If I can funnel that time to help create something that helps people who have similar passions to me, I find it time well spent.
The post mentions "small mathematical refinements", but provides no details about what these refinements are or how they were determined. What are the refinements? Why did we need them? Where is the testing data? What are the results? How are they different from the previous values?
My FFXI Ninjutsu Formula post is a decent example of providing unambiguous mathematical refinements backed with data and used to improve damage calculations towards
exact in-game damage matches for ninjutsu, including two relevant historical references on the topic.
Taking this wholeheartedly, I will make sure to give more details on mathematics to future posts. I didn't want to slog down a post with too much math that some players would find intimidating. I can see how both more and less can be helpful and hurtful in different ways. I'll lean towards the more for any future posts.
Looking at the "core features" in order:
Comprehensive Gear Library - nearly every item in FFXI, including event and level 1 lockstyle gear
Including nearly every piece of equipment in the game seems nice on paper. However, I see almost all pre-ilvl equipment as bloat that must be scrolled through to find the useful gear.
My software includes over 1500 unique items, but nearly all of them have some relevance in modern FFXI.
A case could be made for private servers. However, the well-maintained private servers tend to apply closed-source modifications to damage equations for a fresh feel, which makes most retail-based calculations largely useless.
Where you may see as bloat (and I understand why) I can see small niche reasons for people wanting to plug in low level items or maybe even someone just wants to mess around with random event items. I just want to be able to give people the option to do what they want.
True Damage Calculations - BG-Wiki-aligned fSTR, PDIF, WSC, and WS parameters
I do not consider this to be a "feature", let alone a "core feature".
Using the generally well-understood and well-tested BG Wiki equations is an expectation. If these are not used, and no justified alternative is presented, then the application is simply wrong.
Agreed it should be expected. But assuring people the well understood and well tested equations are being used is better then not, no? I also do not want to assume the knowledge level lf the user, the game has had a lot of newer players in recsnt months, I think it helps them understand a bit more.
Compare Page - analyze two full gearsets side-by-side
This is a nice feature that has been requested to me at least twice in the past and resulted in
a separate web app just for it. Unfortunately I haven't ranked this as high priority for my software so I've put it off. I'm glad it's planned to show up in MuffinMetrics in some form.
Thanks! I actually have that finished already, just didn't post a SS.
GearSwap Integration - export formatted sets directly into FFXI
The application may output a few lines of formatted text which can be pasted into a lua file. This is generally very useful when building sets and lua.
Clipboard Load/Save - save or share builds instantly
This seems identical to the previous feature for "gearswap integration" and does not need to be mentioned twice.
Fair point. Originally I was planning to have a save/load function to keep sets saved to your profile so you can quickly go back to them, change something, and save/export quickly again. But having it able to shoot it out in a usable code for Gearswap, essentially does the same thing, just users keep their own info inside their luas. I'll think about wether keeping it or not is worth it. ^^
Ambuscade Cape Creator - experiment with any augment combo
I assume these capes are saved to the web-app server and bound to a session ID or login. Otherwise, you may need to manually recreate or import your custom capes each time you re-open the app, which would be an inconvenience.
This is a useful feature to test niche capes that are not included by default in other software, which requires manual (but permanent) creation via text file manipulation.
This is an instance where my above save/load feature would make something less inconvenient. But having all the possible capes pre-made is not entirely necessary with the UI I am making for this, and would make finding the correct cape more annoying in my opinion. But being able to create the cape and click in the 5 mods you want on it and the gear grid use those values, would make this an easy to use function. With minimal extra work for the user.
Level + Master Level Scaling - stats, HP/MP, and skills scale automatically:
Why is "scaling automatically" mentioned at all? Was the expectation that the user would manually input these stats previously?
Again, I see no benefit for pre-99 gameplay simulations/calculations. Given how fast solo leveling is in modern FFXI, simulations regarding damage for levels 1-98 will be out of date nearly on the same timescale it took to run them. This is entirely a lost cause when considering power leveling.
This is useful for retail-based 75-cap communities, but likely useless for all private servers, which may use custom damage formulae.
Keeping options open for players to explore more than just optimized end game level play. 75-era groups, new players to the game, private groups of friends or a niche wanting to build a better BCNM50 set could all be examples. Where they will most likely not be the most common use of the tool, I want to let the user have the freedom to do it if they want.
I'll skip over the equipment/rema checklists and trackers. I have never seen value in such things considering how trivial they are to create/maintain.
I've gotten a lot of positive feedback on these both from newer players making their first REMA and players with all 22 jobs geared to the teeth. I understand not everyone will use them, and I am fine with that. Some people like the extra structure and organization to help them. It's for them. ^^
I do not see much benefit with extracting the treasure hunter reference table or COR/BRD/GEO cheatsheets from BG Wiki directly into the application itself, especially considering that the application will be applying these in the background out of sight anyway. These exist in an accessible form on a popular web site already.
Many people still don't even know these are things you can look up on bg or other places. I see no harm if making the information more available to players.
I'm very interested in the claim for future work towards "Dedicated simulators for Magic, Blue Magic, and Pet mechanics." However, I have a few notes on this claim:
Magic damage is generally well understood due to the lack of randomizers. However, as far as I'm aware, there has been zero published testing for white magic and blue magic base damage variables (M and V values tested against dMND, dINT, dCHR, etc for all spells). Without these values, the reported damage outputs would be no better than educated guessing.
I believe many base pet stats are not well known. Using /checkparam <pet> will show basic pet stats, but a significant amount of testing is still required to obtain "true-to-game" damage calculations for pets as this MuffinMetrics claims. I have seen no posts about such testing and would not trust any damage estimates without it.
Both of these points suggest the author plans to perform extensive testing to determine the necessary values. This is a significant time investment that has likely been severely underestimated and will not be completed on a reasonable timescale.
Yup, I plan in some extra leg work and testing. These are not areas that I have really seen people make sims/calculators for. And as ffxi is a passion of mine, I am having fun putting this together and am excited to keep helping other players. I would love to be the one to work on this and make these for the community.
I'd like to be proven wrong, but I agree with previous posts here suggesting that MuffinMetrics (as it currently stands) is a simple cash grab based on the historical success of spreadsheets and simulation software, which have been free and open source. Asking for funding to do better and bring in a "new era of FFXI simulation" without providing direct comparisons, metrics, or even a beta application is a red flag. Futhermore, potentially using AI to write the introduction post further suggests that minimal effort went in to this project so far, and minimal effort will be provided later. I'll keep an eye on this over the next few months, but I do not recommend providing any funding to an intangible and poorly defined project.
100% don't give any funding until you are satisfied. And prepare to be proven wrong. I have nothing but time and seeking distractions in my life. I have been having a lot of fun putting this together so far and do not plan to just give up due to honest feedback. As I know I am not some scammer Chinese bot trying to pitch a cash grab, I find some of it a bit harsh. But I do understand and appreciate the skepticism.
I do appreciate your feedback, there are some good point here that I will take to heart and I will make sure I am much more thorough on the next post. Please keep an open mind and I hope you will have many more positive notes on your next post!