Posting Freak
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This is the way I calculate people's stats, by asking them to provide ranges fully buffed sans one, for every type of buff. But you could do with a better presentation of your formulae. edit: verified on paper.
edit2: Depending on the job, you might be able to calculate your %att. For example, BaMs can do so with BB and ADA, but others... not really - on the other hand you could borrow a BaM to provide you ADA buff for a short while. Just need to bear in mind that %att is additive with all other sources. The only other issue I have is that you could have generalised it, since not everyone has MW30 or 999AP in stats... I find working with ranges to be a slightly more accurate way of calculating all damage variables, rather than working with them directly, but for secondary stats I'd have to look at the stat window, but it's just one unchanging number generally.
Hadriel
Posting Freak
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I tested it out a bit and looks like attack gives a huge rounding error for anyone with %attack potential combined with low values of delta A. Got a discrepancy of over 100 when changing stuff around for some reason. I'm guessing MS rounds attack to integer values before being used in the range formula, so that invalidates the assumption I made about how much error is present when calculating attack.
Posting Freak
Posts: 2,590
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Country Flag: singapore
IGN: cbdccb1
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Level: 200
Job: Luminous
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Here's a quick crunching: you can obtain %something from Terms and Conditions - anything that shows up on the range can be calculated, and anything that doesn't e.g. %dmg, %boss... can't. The error is relatively low, at 1.00001 against 1. Whereas the rounding errors for the stats are much greater, the ranges don't usually get hit so hard.
Hadriel