2009-12-01, 10:38 PM (This post was last modified: 2010-01-02, 02:05 PM by WayOfTime.)
The maple world is in great peril from the forces of evil, and no one is there to stop it... Long ago, the Black Magician invaded the world, trying to capture it, or destroy it, but was thrawt by Five Legendary Heroes... With the heroes gone, and the black magician returning, there is no hope left for the Maple World...or is there?
Enter the Aran!
The Aran is one of the five heroes who faught the Black Magician, and was encased in ice. Years later, the Arans finally come back on the island of Rienne, which is eternally in winter because of the curse. Woken by a pale girl, the Aran tries to gain back his power, and his memories.
You are the Aran. The Aran is unique in the sence that they use polearms and attack really fast. Sorry, that is not unique, you say? What about the fact that they use a new combo system that improves their power? Yes.
The Aran class was developed in KMS and was recently released in MSEA. On december the 9th, the class will be debued in GMS.
I created this calculator because I first wanted to see for myself how the Aran would compare to other classes. Once I started this little project, though, I felt like I needed to show everybody how well they could do also. While not exactly powerful on singular hits, they are great mobbers in the sense that they can hit about 12 monsters at a time. They also do not get all of their attacks right away, but have to do quests to get the skills.
The first of these removes some "unneeded things" like Average HKO, chance of 1hko, and exp/shot just to name a few. It also removes the potion icons and just leaves an area to enter your potion's attack. The second one still has these parts to them, and is a bit more tidy looking (in my own eyes). Both of them have a new "HP and MP" area where you enter your HP and MP to check how much HP you can have after washing. It won't say how many times you need to get hit before dieing, but whatever! For the DWC version it is under the main information, and for v4.2b it is under the "Damage Recieved" area where the image used to be. Also, I combined PA combo and Critical count, but forgot to remove critical count, so ignore that.
Supportive skills:Combo Ability, Booster, Mastery, Full Swing, Critical Combo, Smart KB, Snow Charge, Over Swing, Aggresion, SE (V3.6+)
Player Stats Panel
Add in your STR, DEX, and ATK here to calculate your damage. Also add in all of the passive and supportive skills here.
Ticking MW brings up a new range of cells next to STR and DEX where you add in your base stats and equip stats. Shows also your level and your accuracy.
Ticking Combo adds all of the damage together in a combo and places it at the end of the chain for those skills. (Ex. Normal+DA+TA, and the final damage will be in the TA, Normal+DA will show in the DA, and just normal will be in normal.)
Monster Stats
Shows the monster selected in a drop down list's stats to be used in your damage, as well as the number of mobs.
Skill Level
Set the skill level for each of your attack skills.
Max Critical / Min Critical / Max / Min
These values represent your damage range, and should reflect the damage you experience ingame. For mob skills, damage ranges for individual hits will be multiplied up to reflect the damage delivered to the whole mob. Also, for the more mobs hit, the damage per hit will lower, but the total damage will increase.
Exp Damage Without Critical (Devil-Will-Cry versions only)
This value is the damage done to the monster if you take critical out of the equation entirely. Will show without crit even with buffs on.
Exp Damage Critical Alone (Devil-Will-Cry versions only)
This value is the damage done with critical alone, factoring in: the damage done by a critical, and the critical chance of the critical, adding together into one number.
Exp Damage per Shot
When the Combo tab is checked, it will show the damage when you complete a combo. When unchecked, it will show the damage for that particular skill.
Damage per second
Shows the damage that you exhibit per second with that particular skill. When the Combo tab is checked, it will show the damage when you complete a combo. When unchecked, it will show the DPS for that particular skill.
Average HKO
This is the number of shots, on average, required to kill a monster of this type.
HKO Range
This is the fewest and most shots it should take to kill a monster of this type.
Chance of 1HKO
This is the percentage chance of killing the monster with one shot, or combo.
Chance of KB
This is the percentage chance of the skill causing the monster to be knocked back. This decreases with Smart Knockback.
Mesos per Shot
This uses the mesos and monster piece value on the table on the second tab. This factors in combo and a drop rate of 65%, and also the mp cost of the skill.
Exp per Shot
Average amount of experience you recieve during a combo.
Damage Recieved
This table factors in all stats (including INT and LUK) to calculate the damage recieved by a monster's magic and physical attacks.
This sheet also has enclosed a Monster Table and a table with all of the relevent skills.
You will notice that when you raise the Mob number, your damage per hit lowers. All of this can be explained here. Basically, to make sure Arans are not over-powered, when you have more mobs, you do less damage per monster, but more over-all.
If you have any sudjestions, feel free to tell me.
Special thanks to:
-Fiel, for this great site and the tables
-Spadow for his amazing picture featured in my calculator
-Sybaris of the IronArrows guild of Bera for the calculator I used as a template
-...All of you guys for being freaking amazing with all of the support.
UPDATE: I have fixed the bug with the damage recieved in the .xls format. You now are able to see the numbers. I also modified the MIN damage since Devil pointed out I was just down-right wrong! =P
UPDATE for V3.8: I have updated this because of three reasons: There was not enough room to put all of your STR and DEX in (New max is 1500), when looking at the Monster Table, the monster you are currently on will be high-lighted, and critical combo was "out of whack". I changed critical combo so that it would stack 10 times and give 6% chance and 10% damage each time, because, apparently, we may have been wrong before. Now, better than ever, V3.8 has fixed these problems and per-peeves and is one step closer to perfection! Well done guys!
Updated my V3.8 files to include a Boss Flag on boss monsters, meaning that Smart KB will not work on those that were flagged.
Final note: I locked the cells so that you may change the numbers for damage, but are not able to steal it! Be warned!
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Thank you very much, guys. The only reason I have it in excel is because I am only compitent in that format. If I learn java script, or something like that, I can upload it in that program.
2009-12-02, 08:26 AM (This post was last modified: 2009-12-02, 08:29 AM by Devil.)
Dude, this kicks ass!
Only a request, can you add 2 things:
- Average damage per second with avg critical chance (just max + min damage / 2, calculating in critical chance)
- Sharp Eyes option
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2009-12-02, 06:55 PM (This post was last modified: 2009-12-02, 07:04 PM by WayOfTime.)
Devil Wrote:Dude, this kicks ass!
Only a request, can you add 2 things:
- Average damage per second with avg critical chance (just max + min damage / 2, calculating in critical chance)
- Sharp Eyes option
Lets see:
-When you say average damage per second with avg critical chance, do you want me to show the damage of a singular strike of a normal attack? Or do you mean the damage per second of a skill, breaking down the damage per monster in a mob? If something else, please explain.
-A Sharp Eyes option Seems good. I can get on that as soon as possible.
I am happy that you guys are giving as much support as you are right now. I would just like to point out that Tempest only hits boss monsters for the damage shown; on normal mobs it freezes them and any attack will then 1HKO them.
Edit: So, yeah, if you mean damage per second of a skill, that can easily be changed. Maybe I can insert a row under the attacks per minute and above the total damage per second. I'll cook something up if that is what you mean.
|80 per min|
|SINGLE MONSTER|
|MOB TOTAL .|
|______________|
2009-12-02, 07:18 PM (This post was last modified: 2009-12-02, 07:55 PM by WayOfTime.)
Takebacker Wrote:Does it hit each boss for the damage % * number of combos gained (in all cases, 4) or is it just the damage %?
If the former, tempest is immensely useful. If the latter, it's useless.
I am entirely possitive that it is the former. For that long of a casting time for just 1500% would be horrible, and considering that it takes 200 combo for this move. In my calculator, I put it as 4 hits.
Edit: Finished adding in SE. Would you like me to add them now, or should I wait a week? =P
Side note: I will make you able to expand the width of the columns in my next update, because I realize that the damage is a little too high to fit in the later levels/higher mobs.
WayOfTime Wrote:When you say average damage per second with avg critical chance, do you want me to show the damage of a singular strike of a normal attack? Or do you mean the damage per second of a skill, breaking down the damage per monster in a mob? If something else, please explain.
Uhm let's see... how should this be done...
Well, first of all, I meant an extra row under the 4 rows of max / min damages from the skills.
About the avg damage calculations, you'll need to split the:
- Clean normal (non critical) average damage
- Clean critical average damage (the clean critical extra damage, not the total combined damage with criticals like you have now in 2 rows).
Since criticals don't happens 100% of the time and at a fixed ratio with Arans, you'll need to make the clean ciritcal extra added average damage dependant on:
- SE yes/no (+0% or +15% chance)
- Combo counter (+0% / +10% / +20% / +30% / +40% / +50% / +60% chance)
And all make that into an average calculation (for example, max SE + max Combo = Clean critical -average- damage is multiplied by 0.75 since it "only" happens 75% of the time).
Then add the "normal average" and "clean critical average" damage together for the final average damage.
2009-12-02, 09:13 PM (This post was last modified: 2009-12-02, 09:22 PM by WayOfTime.)
Devil Wrote:Uhm let's see... how should this be done...
Well, first of all, I meant an extra row under the 4 rows of max / min damages from the skills.
About the avg damage calculations, you'll need to split the:
- Clean normal (non critical) average damage
- Clean critical average damage (the clean critical extra damage, not the total combined damage with criticals like you have now in 2 rows).
Since criticals don't happens 100% of the time and at a fixed ratio with Arans, you'll need to make the clean ciritcal extra added average damage dependant on:
- SE yes/no (+0% or +15% chance)
- Combo counter (+0% / +10% / +20% / +30% / +40% / +50% / +60% chance)
And all make that into an average calculation (for example, max SE + max Combo = Clean critical -average- damage is multiplied by 0.75 since it "only" happens 75% of the time).
Then add the "normal average" and "clean critical average" damage together for the final average damage.
I hope you get what I mean.
I think I get what you mean. Make a new section under MIN where it shows (PER HIT) the damage without criticals, and the damage added purely by critical (PER HIT). Right?
Well, if I make that, it will have to be an option, since maybe not everyone would like it. But, very good sudjestion!
WayOfTime Wrote:I think I get what you mean. Make a new section under MIN where it shows (PER HIT) the damage without criticals, and the damage added purely by critical (PER HIT). Right?
Well if you want to make it easy for yourself, make 3 new rows:
- Average non critical damage (easy: row3 + row4 /2)
- Average (only) extra added critical damage (based on the rate of criticals happening because of the non-fixed critical chance rate > see previous post)
- Combined normal + critical average damage
If you want you could hide these first two rows, but that would make things more complicated while you're working on it.
I can't help you with the average critical formula since you locked everything... xD
Devil Wrote:Well if you want to make it easy for yourself, make 3 new rows:
- Average non critical damage (easy: row3 + row4 /2)
- Average (only) extra added critical damage (based on the rate of criticals happening because of the non-fixed critical chance rate > see previous post)
- Combined normal + critical average damage
If you want you could hide these first two rows, but that would make things more complicated while you're working on it.
I can't help you with the average critical formula since you locked everything... xD
Well, that seems like 2 new rows:
-Average non-critical, yes, it would be =(Min+Max)/2
-Then this one would be (Min+Max)/2*(Critical_value-1)*Critical_chance.
-Third is already displayed in Exp damage per shot.
Seems do-able, not too complicated, and I can complete it in a day or two.
2009-12-02, 09:50 PM (This post was last modified: 2009-12-03, 09:55 AM by Devil.)
WayOfTime Wrote:Well, that seems like 2 new rows:
-Average non-critical, yes, it would be =(Min+Max)/2
-Then this one would be (Min+Max)/2*(Critical_value-1)*Critical_chance.
-Third is already displayed in Exp damage per shot.
Seems do-able, not too complicated, and I can complete it in a day or two.
And, yes, that is why I lock everything =P
Wait, Exp damage per shot / second is already average damage? What does Exp mean then?
I'll post this in a new post, since you might miss it when I just edit old posts:
I think there something wrong with your mastery calculation, Arans always swing with their polearms, they never stab, right?
So your minimum damage from the damage range should be calculated just MaxDamageRange*(0.6+high mastery value, like 0.3, with maxed high mastery)*0.9. Or I'm I wrong on that one?
The minimum value of the (base) damage ranges isn't right. With maxed high mastery, An Aran should have a (base) range of (for example) 9187~11343, not 5638~11343. Maple may display this, but unlike DK's, Aran polearms always swing afaik, so the minimum value you use to calculate minimum damage isn't correct...
Devil Wrote:I'll post this in a new post, since you might miss it when I just edit old posts:
I think there something wrong with your mastery calculation, Arans always swing with their polearms, they never stab, right?
So your minimum damage from the damage range should be calculated just MaxDamageRange*(0.6+high mastery value, like 0.3, with maxed high mastery)*0.9. Or I'm I wrong on that one?
The minimum value of the (base) damage ranges isn't right. With maxed high mastery, An Aran should have a (base) range of (for example) 9187~11343, not 5638~11343. Maple may display this, but unlike DK's, Aran polearms always swing afaik, so the minimum value you use to calculate minimum damage isn't correct...
I thought that the damage range WAS a multiple of 3.0 anyways for minimum instead of 5.0. If it is always 5.0 for swinging, this will change the numbers DRASTICALLY. If so, I will change my calculator accordingly.
Anyways, I finished the modifications you asked for. I think you may like the name of it.