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License: GNU General Public License v3.0
I'LL SHOW YOU THE ROPES.
License: GNU General Public License v3.0
This is useful for theorycrafting future teams that we know will come to NA. In particular it's useful for planning how to spend resources now.
For example, we know Remu and Dante will eventually come to NA, so it's useful to be able to know now whether I can build a team for them and what I might be missing, so that I can make informed decisions about what machines to roll and whether to save/spend exchange medals.
Enemy: F23 Borma
Combo: rgbllduuu Bl
This reports that Yuna does 53m damage and 47m effective damage, but Borma has a 15m damage void and Yuna doesn't have a VDP awakening, so I don't think that's possible.
Not super high priority since most teams are fully unbindable, but it'd be cool if the UI supported a way for a monster to be bound - no damage, awokens don't apply, etc.
Current combo editor is not really intuitive and you need the readme as a guide to use it.
Imo something like pdc or http://padspike.isuptonogood.com/ would be better
Right now it's quite hard to make out latents, level numbers, assist portraits, etc.
I'm envisioning a mode where the dungeon panel collapses and the team panel expands to take over that space, which would then create room to make everything bigger.
This would also potentially support adding leader skill descriptions and active skill/awakenings for all monsters.
Currently the ui is build with plain javascript and by using a framework development should be easier or at least follow a more modern approach to web dev
For example, "Bl" and "Bl9" render the same way.
Idk what it is, but its empty
Either make own backend with api, do parsing self, or make a script to download dadguide db and run some sql queries
DOMException: Failed to execute 'setItem' on 'Storage': Setting the value of 'dataSourceCachePlayerSkill' exceeded the quota
It would be so great if the app automatically adjusted your monster levels based on which floor you're on. This varies a bit based on previous spawns, but a lower bound/worst case level would be fine.
Some ideas to do this are to export the team/build to json with unique id, store the json in a database and then retrieve the json if the link has some parameters. Other approach is to serialize the json file into a string and include it as link parameter
UI in Team does not show 4 latent
Something like &combos=rgbhh
that the app can then parse on load would be great.
When you click on some dungeons, console says that enemy is undefined.
Problems is either on parsing or in the json
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