Battle simulator
"Should I attack this player" is a question every Shakes & Fidget player answers by eye, badly. The simulator answers it with a number.
It replays the fight thousands of times against the opponent's actual attributes and gear, and reports how often you win.

Where it is used
The simulator is not only a screen you open. It is wired into the decisions the bot makes on its own.
- Arena: with
auto_arena_simulateon, every candidate opponent is simulated before a fight is spent on them, and anyone below your win-chance floor is skipped. - Scrapbook hunting: a target carrying five items you are missing is worth nothing if you lose to them. The simulation is part of what "beatable" means.
- Guild fights: attack, defence and raids can all be previewed.
- Dungeons: a fight that became winnable after a level is retried, and one that has not is left alone rather than burning a key.
Reading the result
The output is a win rate, not a verdict. A 70 per cent fight is a good fight to take repeatedly and a bad fight to stake something irreplaceable on, and the simulator does not know which of those you are doing.
What it does remove is the class of mistake where the opponent looked reasonable and was not. Attributes predict a Shakes & Fidget outcome far better than level does, and level is the thing the game shows you first.
Manual use
Open any player from the Hall of Fame and simulate against them directly. This is the fastest way to answer "is this guild worth attacking" or "can I take the person who keeps beating me" without spending a fight to find out.

Settings
| Setting | Default | What it does |
|---|---|---|
auto_arena_simulate | on | Simulate before arena fights rather than taking the arena's suggestion at face value. |
min_fight_win_chance | 55 | Minimum simulated win chance, in percent, before a paid fight is sent. 0 disables the check. |
dungeon_save_fight_report | Keep the fight report from dungeon fights for later reading. |
The floor only applies to paid fights
A free fight costs a cooldown slot, and that slot expires whether you use it or not. Refusing it because the odds are middling gains nothing and forfeits the experience, the honour and any chance at the items.
So the floor applies only when a mushroom is on the line. Applying it to free fights is what once stopped three accounts fighting at all, which is worth knowing if you have ever set the minimum high and wondered why nothing happened.
Where 55 comes from
Targets used to be filtered by total attributes alone, accepting anyone up to 120 per cent of yours. That is a bet that loses more often than it wins, and it did: 38 per cent won across a logged day.
Total attributes ignore class matchup, weapon damage, armour and hit points, which is what actually decides a Shakes & Fidget fight. The simulator was already being used for dungeons, so it is asked here too, and the floor is set where the fights are worth sending.