Fight setup
Dodging, flasks and number of fights come from the “Your play” tab.
Weapons are simulated on several processes at once (strongest attack rating first) and ranked as they finish; press Stop at any time. Each weapon's own weight sets your equip load (and so your roll). “Best grease” tries every useful grease on each weapon that can take one, keeps the best, and is several times slower.
Try it on a boss
How you dodge
Flasks and fights
By default you pick R1/R2/charged/skill per opening by what is worth most right now: a kill, a stance break (critical hit), filling a bleed/frost bar, frostbite's +20%.
What these mean
Reaction: your reaction time (a humanbenchmark score + ~50–100 ms, since in a fight you also have to recognize the attack).
Latency: controller + display lag (TV game mode ~20–40 ms, otherwise more).
Anticipation: share of attacks you recognize early enough to time instead of react to.
Timing noise: how precise your roll timing is (grows with long windups up to 1.5 s).
Escape: chance a follow-up hit whiffs while you're still in your roll.
Mistakes: attacks that land anyway (camera, stamina, positioning).
