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2009-02-01, 02:43 AM
(This post was last modified: 2009-02-09, 03:07 AM by Russt.)
http://krakia.110mb.com/easycalc.php
Introducing the new Basic DPS Calculation Tool by yours truly.
Simply enter in a mean (average) damage, skill percentage, any modifiers (combo, element, etc), defense reduction, and cast time and you're set. For comparing different skills from the same job, you don't need the damage range or defense reduction.
If you don't already have a number for mean damage but want one, use the next calculator down. Specify points of primary stat (e.g. STR for warrior), the weapon multiplier (4.6 for 2H sword), points of secondary stat (DEX for warrior), mastery, and weapon attack, and voila.
Also, for any other basic computing needs, I also put the four arithmetic operations +-*/ there. Good for those brawler combos and whatnot. (Hint: For those, it's just total %damage divided by total time.)
Have fun.
Edit: Oh and for reasons unknown, it doesn't work in IE. I tried :/
http://www.mozilla.com
It's fixed, but the first part doesn't work on Opera. Pomegranate also fixed.
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oh nice work. i wanna try it out, but i dont know how to find the cast time. do you?
Invisible Shot
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http://www.southperry.net/forums/showthread.php?t=3217
^ This thread is your friend. Credit to LazyBui
(It was stickied too...)
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This is pretty handy. Thanks!
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2009-02-01, 02:54 PM
(This post was last modified: 2009-02-01, 02:58 PM by Dusk.)
Cool stuff. I guess this makes my thread obsolete?
Edit: Well, no, just played with it a little bit. I think if everyone actually understood how all the multipliers and skill %s and stuff worked, they'd just do the calculations themselves.
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2009-02-01, 03:03 PM
(This post was last modified: 2009-02-01, 03:09 PM by Stereo.)
The stats to damage range "Calculate" button does nothing for me, other parts seem to work ok. (also you have a "-" instead of division symbol)
Also Hero/Paladin have skills that use 2 separate primary stat multipliers, it'd be nice if you could work that in somehow, so I don't have to use 2 column to get average damage and then add, multiply and divide to get the real average.
I'd also like to see more of the boxes become dropdowns, eg. there are only so many primary stat multipliers, you could just put them all in there and save people some lookup time.
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Stereo Wrote:The stats to damage range "Calculate" button does nothing for me, other parts seem to work ok. (also you have a "-" instead of division symbol)
had that problem too
it worked after i allowed for scripts from that site to run in FF (this is assuming you use NoScript)
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2009-02-01, 04:27 PM
(This post was last modified: 2009-02-06, 06:29 PM by Russt.)
Dusk Wrote:Cool stuff. I guess this makes my thread obsolete?
Edit: Well, no, just played with it a little bit. I think if everyone actually understood how all the multipliers and skill %s and stuff worked, they'd just do the calculations themselves. Yeah. Yours is still good for the general MS population because most of the stats and multipliers and stuff are already there. This allows more flexibility in experimenting with whatever you want, like unmaxed skills and stuff, but you have to plug in all the numbers yourself. All it really does at the moment is multiply everything for you.
Stereo, good suggestions, I'll look into it when I'm not lazy.
Edit: Updated.
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I made an account just to say: "This is fucking great!"
Thanks for making it <3
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Um, how come the link doesn't work anymore o.O
It worked on IE last time, but not chrome, and now both of them doesn't work
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the link's back up.
Nice job Sap =P
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This would be so badass if the skill speeds and whatnot were built into the calculator so we didn't have to look elsewhere. :/
Otherwise, yay!
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Takebacker Wrote:This would be so badass if the skill speeds and whatnot were built into the calculator so we didn't have to look elsewhere. :/
Otherwise, yay! Yeah.
I'd work on adding that but -lazy-
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Could you add in something for forced stab/slash weapon skills? Brandish, Fury, and Crusher all do very small ranges of damage (either high or low) on their stabs/slashes, which greatly reduces potential damage ranges. For advantages, I generally assume only the top 50% of the range is used in calculations, and vice versa for disadvantage. While not the exact number, it gives you a general idea of what kind of damage to expect. The "+20% damage" and "-20% damage" theories are inaccurate, or I'd be hitting above the possible range with fury and below with crusher (opposite for spear DrKs), which I never have.
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What is the weapon multiplier? :f6:
Oh, and does this work for mages too?
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Would someone mind helping me out with the critical damage field in this calculator?
For instance, I know non night lord/bowman/buccaneers are +40% and 15% chance with sharp eyes, but what about those aforementioned classes that already have a critical skill of their own? Is it 140%? I always forget.
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Dillinger Wrote:Would someone mind helping me out with the critical damage field in this calculator?
For instance, I know non night lord/bowman/buccaneers are +40% and 15% chance with sharp eyes, but what about those aforementioned classes that already have a critical skill of their own? Is it 140%? I always forget.
SE is +140% to the base % for everyone but mages. For mages it's a 40% multiplier.
Example: Brandish hits (2 hits)*260%*(1.90 for Advanced Combo). With SE, Brandish would hit 2*400%*1.90 15% of the time.
Example: Triple Throw hits (3 hits)*150%*(1.5 for Shadow partner). A critical TT hits 3*250%*1.5 50% of the time. With SE that changes to 3*390%*1.5 65% of the time. The noncrits stay the same.
Example: A Bishop hits 70k with Genesis on a Skele. If that hit crit, it would have done 70*1.4 = 98k damage.
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Dusk Wrote:Example: Brandish hits (2 hits)*260%*(1.90 for Advanced Combo). With SE, Brandish would hit 2*400%*1.90 15% of the time.
Example: Triple Throw hits (3 hits)*150%*(1.5 for Shadow partner). A critical TT hits 3*250%*1.5 50% of the time. With SE that changes to 3*390%*1.5 65% of the time. The noncrits stay the same.
The chance of a critical attack would be 15% for each hit. Thus, brandish hits
2 * 4.0 *1.9 -- 2.25% of the time.
(2.6 + 4.0) * 1.9 -- 25.5% of the time.
Annd
2 * 2.6 * 1.9 -- 72.25% of the time.
Same happens with TT.
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OK, let me see if I got this right. For this calculator specifically, in the critical damage field, I would put +140% for a corsair and +240% for a night lord. Correct?
EDIT:: (with sharp eyes)
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