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MapleStory Calculator [Version 1.00b]
#21
HIt attack speed, select your speed, then hit attackspeed>booster and select booster.

Both wind boosters put the dpm at 1 for now.
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#22
Russt Wrote:Nice, nice. (First?)

The version I have is still 0.70. I should upgrade to 1.00... without the, er, UI decorations it looks really primitive.

Oh, I also have a copy of 0.10. I'll upload it to some obscure site for teh lulz, if anyone wants Tongue


First time really testing, I'll update this post whenever I notice anything odd:

 Spoiler

...
I should've bothered to try out 0.90.
Yes, you should've.

Fixed Heal. Was a problem with Magician Damage in general <_<

Damage range for Magic is the base damage before a spell's Basic Attack is multiplied (it's rounded to the nearest whole number when it's displayed).

Venom's Chance is 1x/2x/3x
Minimum and maximum is for 1 Venom occurrence only, average is the average damage dealt to a monster, including the probability to Venom more than once, or not Venom at all. I'll make it more clear in the future.

Extreme Values seem to be off due to some crappy rounding error. 100.0 * 1.14 = 113.99999 My mistake for using the wrong variable type.

Elemental Advantage... Damn. The invisible buttons for Composition are checked off.

Devil's Sunrise Wrote:It errors out when I try to open it. Prolly due to the lack of Frameworks/.NET.

Anyway, do you have an avg dps/tpm for the speeds you've currently done?

Edit:
 Spoiler

eh... Windows 98...?

Technolink Wrote:yes he does^
I posted a list of problems on the AGF, most notably the level multiplier is WAY wrong for def, it should be (mlvl-lvl)/(200-mlvl), you have the wdef part in correctly.
I could have sworn I fixed it. I'll look into it. Can you post some examples of what the defense should be? Not completely understanding it anymore since it seems to be wrong.

Acim Wrote:Cookie for you. Damn, that's awesome. Best MapleStory program I've ever seen.

Suggestion: Add a monster/item database so it can be a complete MapleStory database thing.

Oh, how could you calculate DPM with this? Any built in function for that?

The "Total" damage displays the damage per minute when you input a proper attacks per minute value next to the skill level.
As shown here;
 Spoiler
Level 30 Storm of Arrows, 500 attacks per minute (the box is too small to fit 500, I'll have to fix that. I forgot I changed it before)

Total Damage Per Minute:
Minimum: 1528500
Maximum: 6351000
Average: 3939000

I'll make a fix within the next two days I believe, depending on how busy I am.
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#23
JoeTang Wrote:Yes, you should've.

Fixed Heal. Was a problem with Magician Damage in general <_<

Damage range for Magic is the base damage before a spell's Basic Attack is multiplied (it's rounded to the nearest whole number when it's displayed).

Venom's Chance is 1x/2x/3x
Minimum and maximum is for 1 Venom occurrence only, average is the average damage dealt to a monster, including the probability to Venom more than once, or not Venom at all. I'll make it more clear in the future.

You remember that SB have the possibility to hit 6 venoms on one enemy (Though, only 3 will damage the monster)? Just use binomial probability as you did on sharp eyes and such. (btw gud job on dat, the values match mine)

Extreme Values seem to be off due to some crappy rounding error. 100.0 * 1.14 = 113.99999 My mistake for using the wrong variable type.

Just take 100/114 and then divide by 100 or so.

Elemental Advantage... Damn. The invisible buttons for Composition are checked off.

Elemental dmg = 1.5 and 0.5 respectively at maxed levels.

eh... Windows 98...?

Nope, XP. But it's prolly because I've turned off every process (and thus also framework probably) I don't need to speed up the computer. Will check it out later on.

I could have sworn I fixed it. I'll look into it. Can you post some examples of what the defense should be? Not completely understanding it anymore since it seems to be wrong.

I have this code, and it seems to work fine.
Code:
        if (mlvl!=200){
            if ((mlvl-clvl) > 0)
                return max((1-(mlvl-clvl)/(200-mlvl)),0);
            else
                return 1;
            }
        else{
            if ((mlvl-clvl) > 0)
                return (1-mlvl+clvl);
            else
                return 1;
            }

The "Total" damage displays the damage per minute when you input a proper attacks per minute value next to the skill level.
As shown here;
 Spoiler
Level 30 Storm of Arrows, 500 attacks per minute (the box is too small to fit 500, I'll have to fix that. I forgot I changed it before)

Total Damage Per Minute:
Minimum: 1528500
Maximum: 6351000
Average: 3939000

I'll make a fix within the next two days I believe, depending on how busy I am.

answered in quote.
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#24
Why do you need the "if (mlvl!=200)"?

I know it gives you a divide by 0 error on level 200 monsters without it, but you can't hit level 200 monsters anyway. Might as well just put "return 0;" for the else.
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#25
Here's the problem:

 Spoiler

As you can see, my range is 500~1000, I'm lvl 50 and the monster is lvl 100, it has 200 wdef.

My range should be 500(1-(100-50)/(200-100))-200*.6 = 130, but your program does it as
500-200*.6 = 380

Max should be 1000(1-(100-50)/(200-100))-200*.5 = 400, but it reads it as 1000-200*.5 = 900

Its not taking the level multipler into effect. Now if I reduce my level to 1 and the monster's to 101 I get 1 damage
 Spoiler

Most of the time the minimum displays as 2^31

And if you did the 2^31 just for fun, maple uses 2^31-1 due to a 0 placeholder.
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#26
What? Hits to kill is -2^31 minimum, 2 maximum, 6 average? 40% chance to KB at 1 damage?

...
JT is not going to be happy.

Edit: After playing around a bit, I found one problem. If you don't select a skill, whatever you use to compute KB value and hits to kill returns 0 damage. The issue with level defense still exists, though.
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#27
Russt Wrote:Why do you need the "if (mlvl!=200)"?

I know it gives you a divide by 0 error on level 200 monsters without it, but you can't hit level 200 monsters anyway. Might as well just put "return 0;" for the else.

That's because you need 3819 accuracy to 100% hit them at level 200. return 0 will be wrong, because you will hit with and damage as long you have enough accuracy to hit the monster. Either way, we don't know the 200 level monsters will deal with that.
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#28
Devil's Sunrise Wrote:That's because you need 3819 accuracy to 100% hit them at level 200. return 0 will be wrong, because you will hit with and damage as long you have enough accuracy to hit the monster. Either way, we don't know the 200 level monsters will deal with that.
Yes, and no one has 3819 accuracy, so why bother?

return 0 will make the whole damage range 0, and then 1-correction (which JT implemented, I assume) makes all damage 1. Supposing it hits.
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#29
that looks awesome gotta try sometime
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#30
Devil's Sunrise Wrote:answered in quote.
Is there an issue with Savage Blow's Venom Chance? There shouldn't be.

Technolink Wrote:Here's the problem:

 Spoiler

As you can see, my range is 500~1000, I'm lvl 50 and the monster is lvl 100, it has 200 wdef.

My range should be 500(1-(100-50)/(200-100))-200*.6 = 130, but your program does it as
500-200*.6 = 380

Max should be 1000(1-(100-50)/(200-100))-200*.5 = 400, but it reads it as 1000-200*.5 = 900

Its not taking the level multipler into effect. Now if I reduce my level to 1 and the monster's to 101 I get 1 damage
 Spoiler

Most of the time the minimum displays as 2^31

And if you did the 2^31 just for fun, maple uses 2^31-1 due to a 0 placeholder.
Alright. The first issue in that image is that it's calculating minimum damage as 0 because there's no skill value. Something I'll look into fixing, though I didn't implement that fallthrough case because no one cares about the damage of their regular attack.
The second issue involving the defense is I forgot a cast, so it considered my (mlvl - clvl) / (200 - mlvl) to be integer 0.
The third issue is a divide by zero/infinity that displays as -2^31
The fourth issue is I mixed up minimum hits and maximum hits display. They should be swapped. Minimum hits to kill is 4. Maximum hits is -2^31, i.e. divide by zero -> Infinity (since your minimum skill damage is 0). Average hits is 13.


Russt Wrote:What? Hits to kill is -2^31 minimum, 2 maximum, 6 average? 40% chance to KB at 1 damage?

...
JT is not going to be happy.

Edit: After playing around a bit, I found one problem. If you don't select a skill, whatever you use to compute KB value and hits to kill returns 0 damage. The issue with level defense still exists, though.

40% chance to kb is inherent at that set up because it calculates using two values;
non-critical, and critical; since there is no skill selected, the non-critical damage is assumed at 0 since there's no skill% selected. i.e. minimum * skill% = 0; however, when critical is accounted for, you get minimum * (skill% + critical% * rate% / 10000) = 40%

What's this about level 200 monsters and 3819 accuracy? I don't quite understand how you got that. The only level 200 monsters that exist are the ones that were meant to never die. The reason you need 3819 accuracy is they have 999 avoid. Not because they're level 200.

Oh, and Devil's Sunrise, your display issue is because you have your view set on Windows Classic. This thing probably only works on Windows XP view.
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#31
JoeTang Wrote:Is there an issue with Savage Blow's Venom Chance? There shouldn't be.


I don't know, I don't understand my results:
 Spoiler
First of all, I get, as max damage, 8667.9 as max venom (one hit) here. However, the max damage is this times 3, since sb hits 6 times when maxed, correct?

Also, minimum damage would (obviously) be 0 all the time unless you ignore 0 (Which would be [chance]^[hits]). And wut? more max dmg than avg? Max damage's chance should also be lower than average damage's chance.

JoeTang Wrote:What's this about level 200 monsters and 3819 accuracy? I don't quite understand how you got that. The only level 200 monsters that exist are the ones that were meant to never die. The reason you need 3819 accuracy is they have 999 avoid. Not because they're level 200.
Oh, well, I didn't imply it, but all level 200 monsters have 999 avoid and are unable to be hit. If a boss becomes level 200, then we don't know how level disadvantage would affect it. It would either be the way I put it, or some other way we don't know about for now.

JoeTang Wrote:Oh, and Devil's Sunrise, your display issue is because you have your view set on Windows Classic. This thing probably only works on Windows XP view.

Pain in the ass to change to xp theme all the time Sad
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#32
Yeah, I'll have to add something to make Venom more clear, but what's displayed is the minimum and maximum for 1 Venom, and the net average of Venom, including its occurence rate and the fact it can poison up to three times. Chance is occurence of 1/2/3 Venoms per hit. In that case, you have a 30.25% chance of poisoning once, 32.4 chance of poisoning twice, and 25.59 chance of poisoning three times.
That definitely needs more clarity, but when I was making it, I was rushing to get it down, and when I was drawing the backgrounds, I forgot about it.

The reason I didn't put max Venom as its value * hits is that even with a skill like Lucky Sevens where it can only hit twice, if you hit a monster that's already poisoned, you can raise it to Venom3.
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#33
Is there a way to add the +20% mastery from dark knight's beholder? My max base range is correct, but the min is way off because I can't seem to include that.

Also, I think the damage multiplier for polearm fury is incorrect. Max damage for me would be 28649.25 (6741 base * 250% polearm fury * 170% lvl 20 zerk), but it shows up as 32955. Polearm crusher seems fine.
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#34
I find it amazing that no one here seemed to question the safety of a random executable uploaded by someone who they don't know. It's especially risky when done on a focused-interest board, such as a MapleStory forum. >_>

I'm not saying that JoeTang is trying to keylog people, but I think there should be some kind of a forum policy regarding software tool releases to the community. Some kind of a verification process, or releases in the form of source code, perhaps?
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#35
Yes, quite. I am attempting to keylog you all. Thank you for your accounts.

Kim41 Wrote:Is there a way to add the +20% mastery from dark knight's beholder? My max base range is correct, but the min is way off because I can't seem to include that.

Also, I think the damage multiplier for polearm fury is incorrect. Max damage for me would be 28649.25 (6741 base * 250% polearm fury * 170% lvl 20 zerk), but it shows up as 32955. Polearm crusher seems fine.

Hm. When you select a Dark Knight, there is a box under "Buff" that displays Beholder. Raising it to the appropriate levels should raise your minimum by such.
As for your damage with Polearm Fury, could you please post your stats so I can double check the numbers? I've been having issues calculating the slash:thrust ratios properly it seems.
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#36
JoeTang Wrote:Hm. When you select a Dark Knight, there is a box under "Buff" that displays Beholder. Raising it to the appropriate levels should raise your minimum by such.
As for your damage with Polearm Fury, could you please post your stats so I can double check the numbers? I've been having issues calculating the slash:thrust ratios properly it seems.

Oh ok, I don't know how I missed seeing the beholder box right under berserk earlier. o.o Lol.

I inputted my stats with bonuses from armor and mw9 and dragons blood buffs.

 Spoiler
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#37
Wait, JT, I thought not selecting a skill was normal attack. If that's not normal attack, what is?

And get that cast issue fixed =P Update pl0x
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#38
Alright, let's see here. If I can fix that Warrior damage up there, I'll release 1.01.
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#39
release 1.00c =P
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#40
c?
The b in 1.00b means Beta. <_<

I found the issue with Dragon Fury. It's just wrong. It thinks that Dragon Fury 30 does 300%.

EDIT: 1.01 is up. Go. I can't edit Topic Titles, eh?
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