Project: Gorgon is a 3D fantasy MMORPG (massively-multiplayer online role-playing game) that features an immersive experience that allows the player to forge their own path through exploration and discovery. We won't be guiding you through a world on rails, and as a result there are many hidden secrets awaiting discovery. Project: Gorgon also features an ambitious skill based leveling system that bucks the current trend of pre-determined classes, thus allowing the player to combine skills in order to create a truly unique playing experience.
The Project: Gorgon development team is led by industry veteran Eric Heimburg. Eric has over a decade of experience working as a Senior and Lead Engineer, Developer, Designer and Producer on successful games such as Asheron’s Call 1 and 2, Star Trek Online and other successful Massively Multiplayer Online Games.
I've been toying with a Project Gorgon combat simulator for a while now, and it (kind of) works well enough to share with other theorycrafters out there.
The goal is to input all the details of a build that matter for damage output (abilities, items, item mods) then simulate ability use over X seconds of combat to see how much damage the build does. It's working pretty well for "standard" abilities and mods, but has plenty of limitations right now (it doesn't track power usage, doesn't sim pets, doesn't sim complicated things like combos, only sims single target combat, etc.). It will (or at least should!) list a warning for each thing it doesn't support when running the simulation.
If you have questions, need help, or find a bug (almost guaranteed you'll find some bugs ), please post an issue on GitHub or hit me up (here, on Discord, or in game, same name everywhere).
For programmers out there, I'd absolutely love help! There's a bunch of issues in GitHub already, feel free to send a PR for anything.