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Benchmark
Craftimizer.Benchmark.Bench.Solve(State: SimulationState { Input = SimulationInput { Stats = CharacterStats { Craftsmanship = 3290, Control = 3541, CP = 649, Level = 90, CanUseManipulation = True, HasSplendorousBuff = False, IsSpecialist = False, CLvl = 560 }, Recipe = RecipeInfo { IsExpert = False, ClassJobLevel = 90, RLvl = 580, ConditionsFlag = 15, MaxDurability = 70, MaxQuality = 10920, MaxProgress = 3900, QualityModifier = 70, QualityDivider = 115, ProgressModifier = 80, ProgressDivider = 130 }, Random = System.Random, StartingQuality = 0, BaseProgressGain = 204, BaseQualityGain = 240 }, ActionCount = 0, StepCount = 0, Progress = 0, Quality = 0, Durability = 70, CP = 649, Condition = Normal, ActiveEffects = Effects { InnerQuiet = 0, WasteNot = 0, Veneration = 0, GreatStrides = 0, Innovation = 0, FinalAppraisal = 0, WasteNot2 = 0, MuscleMemory = 0, Manipulation = 0, HeartAndSoul = False }, ActionStates = ActionStates { TouchComboIdx = 0, CarefulObservationCount = 0, UsedHeartAndSoul = False, Observed = False }, HQPercent = 1, Collectability = 1, MaxCollectability = 1092, IsFirstStep = True }, Config: SolverConfig { Iterations = 30000, ScoreStorageThreshold = 1, MaxScoreWeightingConstant = 0.1, ExplorationConstant = 4, MaxStepCount = 30, MaxRolloutStepCount = 99, MaxThreadCount = 1, ForkCount = 32, FurcatedActionCount = 16, StrictActions = True, ScoreProgress = 0.2, ScoreQuality = 0.65, ScoreDurability = 0.05, ScoreCP = 0.05, ScoreSteps = 0.05, Algorithm = Stepwise })
1617743877.7777777
ns (± 5492768.753956828
)Craftimizer.Benchmark.Bench.Solve(State: SimulationState { Input = SimulationInput { Stats = CharacterStats { Craftsmanship = 3304, Control = 3374, CP = 575, Level = 90, CanUseManipulation = True, HasSplendorousBuff = False, IsSpecialist = False, CLvl = 560 }, Recipe = RecipeInfo { IsExpert = False, ClassJobLevel = 90, RLvl = 560, ConditionsFlag = 15, MaxDurability = 80, MaxQuality = 7200, MaxProgress = 3500, QualityModifier = 80, QualityDivider = 115, ProgressModifier = 90, ProgressDivider = 130 }, Random = System.Random, StartingQuality = 0, BaseProgressGain = 230, BaseQualityGain = 262 }, ActionCount = 0, StepCount = 0, Progress = 0, Quality = 0, Durability = 80, CP = 575, Condition = Normal, ActiveEffects = Effects { InnerQuiet = 0, WasteNot = 0, Veneration = 0, GreatStrides = 0, Innovation = 0, FinalAppraisal = 0, WasteNot2 = 0, MuscleMemory = 0, Manipulation = 0, HeartAndSoul = False }, ActionStates = ActionStates { TouchComboIdx = 0, CarefulObservationCount = 0, UsedHeartAndSoul = False, Observed = False }, HQPercent = 1, Collectability = 1, MaxCollectability = 720, IsFirstStep = True }, Config: SolverConfig { Iterations = 30000, ScoreStorageThreshold = 1, MaxScoreWeightingConstant = 0.1, ExplorationConstant = 4, MaxStepCount = 30, MaxRolloutStepCount = 99, MaxThreadCount = 1, ForkCount = 32, FurcatedActionCount = 16, StrictActions = True, ScoreProgress = 0.2, ScoreQuality = 0.65, ScoreDurability = 0.05, ScoreCP = 0.05, ScoreSteps = 0.05, Algorithm = Stepwise })
1724891100
ns (± 5436250.589725028
)This comment was automatically generated by workflow using github-action-benchmark.