AGY built a full 60-round arena simulator (hv-battle-sim.py) using
the user's actual gear/stats and ran 10 iterations:
Original: 0/10 survived (0%)
Improved: 10/10 survived (100%)
Critical changes from simulation findings:
- Health items + Cure moved to TOP of priority chain (before skills)
- Dynamic HP threshold: 60% when 7+ mobs, normal threshold otherwise
- SP threshold raised from 55% to 60% for Spark safety buffer
- Mana maintenance raised to prevent spell lockout
- AoE crowd control prioritized for 4+ mobs
Full report in agy_sim_output.txt
- skillOC default lowered from 75 to 60 — with 300ms Q debounce, it took
~6 presses to go from 50 to 70 OC (too slow against IWBTH enemies)
- Threat threshold lowered from 85% (102px) to 70% (84px) — triggers
earlier when monsters have high SP bars
- Added single-monster emergency: if ANY enemy >90% SP, fire skills
even without 2+ monsters (catches the lone special attacker)
- Step 0d high-threat check now fires for solitary imminent threats too
- Character Equipment page (?s=Character&ss=eq): reads #eqsb > .eqb
divs with onmouseover='equips.set(ID,...)' for item names and IDs
- triggerAllTooltips() calls equips.set() for each item to populate
the #popup_box tooltip, then parses full stat blocks (ADB, damage,
mitigation, attributes, burden, interference, condition)
- Armory Organize page: reads #equiplist table rows with
onmouseover='hover_equip(ID)' and checkbox values
- Reads right-side #equipinfo preview for condition and stats
- Modify detail page: reads full stat tables
- 23 source files in src/ (build via scripts/build.sh)
- Forum-sourced player knowledge in references/
- DESIGN.md with architecture and corrections
- References to existing scripts (Monsterbation, jpx, HV Utils)