Calculate the optimal power-sum at which to busk, given a weighted set of modifiers.
An array of Effects we care about; maximizes the number of those effects we end up with
Optionaloptions: Partial<{ buyItems: boolean; hammerTime: boolean; uselessEffects: Effect[] }>An object containing the following optional keys:
An array (defaults to empty) of effects not to consider for the purposes of busk valuation
Whether or not we should consider purchasing items from NPC stores; defaults to true
Whether or not to assume you have Hammertime--defaults to whether you currently have it
OptionalbuskUses: numberHow many busks should we assume we've cast? Defaults to the current number.
The power-sum at which you'll find the optimal busk for this situation.
Calculate the optimal power-sum at which to busk, given a weighted set of modifiers.
An object keyed by Numeric Modifiers, with their values representing weights
Optionaloptions: Partial<{ buyItems: boolean; hammerTime: boolean; uselessEffects: Effect[] }>An object containing the following optional keys:
An array (defaults to empty) of effects not to consider for the purposes of busk valuation
Whether or not we should consider purchasing items from NPC stores; defaults to true
Whether or not to assume you have Hammertime--defaults to whether you currently have it
OptionalbuskUses: numberHow many busks should we assume we've cast? Defaults to the current number.
The power-sum at which you'll find the optimal busk for this situation.
Calculate the optimal power-sum at which to busk, given a weighted set of modifiers.
A function that maps effects to values
Optionaloptions: Partial<{ buyItems: boolean; hammerTime: boolean; uselessEffects: Effect[] }>An object containing the following optional keys:
An array (defaults to empty) of effects not to consider for the purposes of busk valuation
Whether or not we should consider purchasing items from NPC stores; defaults to true
Whether or not to assume you have Hammertime--defaults to whether you currently have it
OptionalbuskUses: numberHow many busks should we assume we've cast? Defaults to the current number.
The power-sum at which you'll find the optimal busk for this situation.
Calculate the optimal power-sum at which to busk, given a weighted set of modifiers.
Either a function that maps effect-duration pairs to values, or an object keyed by numeric modifiers with weights as values, or an array of desired effects
Optionaloptions: Partial<{ buyItems: boolean; hammerTime: boolean; uselessEffects: Effect[] }>An object containing the following optional keys:
An array (defaults to empty) of effects not to consider for the purposes of busk valuation
Whether or not we should consider purchasing items from NPC stores; defaults to true
Whether or not to assume you have Hammertime--defaults to whether you currently have it
OptionalbuskUses: numberHow many busks should we assume we've cast? Defaults to the current number.
The power-sum at which you'll find the optimal busk for this situation.
Calculate the optimal power-sum at which to busk, given a weighted set of modifiers.
Param: effectValuer
Either a function that maps effect-duration pairs to values, or an object keyed by numeric modifiers with weights as values, or an array of desired effects
Param: options
An object containing the following optional keys:
Param: options.uselessEffects
An array (defaults to empty) of effects not to consider for the purposes of busk valuation
Param: options.buyItems
Whether or not we should consider purchasing items from NPC stores; defaults to true
Param: options.hammerTime
Whether or not to assume you have Hammertime--defaults to whether you currently have it
Param: buskUses
How many busks should we assume we've cast? Defaults to the current number.
Returns
The power-sum at which you'll find the optimal busk for this situation.