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  1. #1
    Community Member Alkusoittow's Avatar
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    Post DPS Oracle - A complete DPS calculator for every build and blade

    DPS Oracle is a program designed to give you complete and accurate damage information for any build with any blade. It can give you damage-per-second, or damage-per-swing. You can see the highest possible crit, or the lowest non-crit, and everything in between. If you're not sure which blades you should create in the magma forge, or someone is wrong on the internet, this is the tool you need!

    Download:
    DPS Oracle v2.1

    Please note: The program is designed to be race and class agnostic. In other words, it should apply equally well to any class or race, and any specific enhancements or features you wish to include can be done so by manipulating the various input boxes.

    Installation
    Standalone executable packed in a .rar archive. You can get WinRar to unpack it.

    Usage
    Just adjust the various boxes until you get your desired setup. The output on the right will automatically update with every adjustment made.

    Screenshot:


    Please enjoy!


    ***Change Log***
    v2.1:
    -Further improvements to random number generation (for simulator)
    -Improved how doublestrike damage/procs are taken into account
    -Improved offhand doublestrike in same way


    v2.0:
    -Added option to simulate hitting a boss in the Vs.Mob simulator
    -Added option to use neither MF or CF


    v1.9:
    -Added Crippling Flames to simulator
    -Other minor efficiency changes


    v1.8:
    -New simulator feature: Now you can see how many swings it takes to finish of a mob of <whatever> hitpoints, including the effects of Mortal Fear.
    -Mortal fear damage (if it applies) is shown next to the number of swings it took to take down that particular mob
    -Random number generation has been greatly improved over standard libraries (helps generate more realistic simulations)


    v1.7:
    -Sneak attack now procs on offhand attacks and scales with doublestrike, and offhand doublestrike.
    -Melee power addition for TWF has been removed
    -1d14 weapon profile added


    v1.6:
    -SAVE and LOAD features have been added
    -A few minor tweaks and fixes


    v1.5:
    -Added swing simulation. You can choose how many swings per simulation (bin), and how many bins. Choose 1 for "swings per bin" to compare individual swings. Also includes the ability to show as percentage of average in case scale becomes too big to be readable.
    -Fixed minor bugs


    v1.4:
    -Sneak Attack is now part of the calculation. The method of calculation into damage-per-swing and damage-per-second may change if someone provides a correction, but this is how it's applied:
    *When the Sneak Attack box is checked, sneak attack damage is taken into account
    *Sneak attack is added once per swing, regardless of whether you are TWF, SWF, or THF (i.e. it does not count twice when you have a successful offhand swing as well). The reason is the main attack is your main hand, and other effects are counted on top of that (offhand, sneak attack, enhancement based damage, etc). To my knowledge, this is how sneak attack is applied...

    -Added "Misc Base-only Dmg" for things that are not added to crits (i.e. Pure Good). You'll have to decide whether to include the average damage, or a high/low number (for now).
    -Increased the Double Strike max
    -Increased PA max
    -Base damage multiplier now increments by 0.25

    v1.3:
    -Separated crit profile from crit modifier
    -Remove "Misc Crit Mod" box (now just edit the new crit modifier box)
    -Added several new weapon base damage profiles
    -Bug fixes
    Last edited by Alkusoittow; 11-20-2015 at 10:55 AM.

  2. #2
    Community Member Enderoc's Avatar
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    It seems incomplete...do you have to use it in game because there is no program to run it

  3. #3
    Community Member Alkusoittow's Avatar
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    Quote Originally Posted by Enderoc View Post
    It seems incomplete...do you have to use it in game because there is no program to run it
    No, it's a standalone executable that has been archived in a .rar file. You can use WinRar to unpack it:
    http://www.rarlab.com/download.htm

  4. #4
    Community Member Enderoc's Avatar
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    cool thanks

  5. #5

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    If using this for ranged builds, don't forget ranger past lives.

    EDIT: I don't see how to compare weapon effects.

  6. #6
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    Quote Originally Posted by EllisDee37 View Post
    If using this for ranged builds, don't forget ranger past lives.

    EDIT: I don't see how to compare weapon effects.
    Would that be misc noncrit damage? Bottom left.
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  7. #7
    Community Member Knobull's Avatar
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    Quote Originally Posted by Alkusoittow View Post
    You can use WinRar to unpack it:
    Or 7-zip: www.7-zip.org
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  8. #8
    Community Member Augon's Avatar
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    Great Job!

    Thanks for the hard work on this.

    A couple of things that would be helpful:

    1. Add all the base hit die choices. It currently has 1d6, 1d8, 1d10. But we also have regular weapons with 1d4, 2d4, 1d12, 2d6, and 1d2. I guess for completion sake, it would probably be a good idea to add 1d3 as well. If that is a lot to ask (and it looks like it is to me), please consider at least adding 1d12 (great axes) and 1d4 (daggers) to cover two very common weapons.
    2. You include Monk Past Life, but I did not see Ranger past life. Ranger PL feat is only for ranged weapons, but it a +2 to damage. (although the program does appear to be a bit melee centric, so you may not have had the intention for it to be used with ranged weapons)


    EDIT: Oops, i pulled up a reply box and then got pulled afk for a bit. I came back and finished my reply without seeing that you already addressed a couple of my concerns.
    Thanks for committing to the 1d4 - great axes and great Xbows use the 1d12, so I hope you can get that added as well
    and I guess, since I saw the Monk past life listed, I was looking for a ranger past life. It may be better to either add the ranger or remove the Monk so both past lives are handled the same way.
    Last edited by VCB; 10-11-2015 at 11:11 AM.
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  9. #9
    Community Member Lemdog's Avatar
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    Quote Originally Posted by Alkusoittow View Post
    DPS Oracle is a program designed to give you complete and accurate damage information for any build with any blade. It can give you damage-per-second, or damage-per-swing. You can see the highest possible crit, or the lowest non-crit, and everything in between. If you're not sure which blades you should create in the magma forge, or someone is wrong on the internet, this is the tool you need!

    Download:
    DPS Oracle v1.2

    Please note: The program is designed to be race and class agnostic. In other words, it should apply equally well to any class or race, and any specific enhancements or features you wish to include can be done so by manipulating the various input boxes.

    Installation
    Standalone executable packed in a .rar archive. You can get WinRar to unpack it.

    Usage
    Just adjust the various boxes until you get your desired setup. The output on the right will automatically update with every adjustment made.

    Screenshot:


    Please enjoy!
    This is very neat. Thank you for this!
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  10. 10-11-2015, 12:27 AM


  11. #11
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    However accurate it is atm (I cannot judge really), I can't believe it came so late in the lifespan on the game.

    Always nice to see people putting the efforts in order to come up with progs like this. Well done.
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  12. #12

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    I like how you handle holy sword/keen edge/etc... by just letting us choose the crit mods, but don't forget Critical Rage (tier 5 ravager) which gives +2 crit multiplier. Similarly, there are a variety of ways to increase crit range by more than one. A paladin in Divine Crusader gets +2 range from Holy Sword + Celestial Champion.

    Both issues, and all other possible permutations, can be solved by swapping the two crit checkboxes with spinners.

  13. #13

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    I realize I have now posted twice to point out issues but have failed to offer kudos. This looks like a fantastic tool. Well done!

  14. #14

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    Great job!

    I wish you would add 1d4 18-20/x4 profile for assassin with daggers
    And sneak attacks
    Last edited by draven1; 10-11-2015 at 03:32 AM.
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  15. #15
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    Quote Originally Posted by Azarddoze View Post
    However accurate it is atm (I cannot judge really), I can't believe it came so late in the lifespan on the game.

    Always nice to see people putting the efforts in order to come up with progs like this. Well done.
    It came this late to the game because it's still impossible to do complete such a project without access to the game combat log (IF combat log was accurate -which it isn't).

    This calculator is nice, but not even close to reality. It measures single-target DPS (cleaves?), ignores weapon hit-boxes (staffs vs. daggers? attack sequence?), ignores situational buffs that a player may be keeping up (rage, tenser's, action boosts, consecrated ground, blitz, etc.?), ignores fortification (undead, constructs, fort bypass), ignores on-hit special effects (exploit weakness, adrenaline, righteous fervor, shiradi stances, shield bashes) and a whole lot other stuff that I can't think of right now.

    As I have stated in BigErkyKid's thread "Universal DPS calculator", such a calculator is impossible.
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  16. #16
    Community Member Alkusoittow's Avatar
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    Updates posted! Feel free to try the new version.

    ***Change Log***
    v1.3:
    -Separated crit profile from crit modifier
    -Remove "Misc Crit Mod" box (now just edit the new crit modifier box)
    -Added several new weapon base damage profiles
    -Bug fixes

  17. #17
    Community Member Augon's Avatar
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    Quote Originally Posted by Alkusoittow View Post
    Updates posted! Feel free to try the new version.

    ***Change Log***
    v1.3:
    -Separated crit profile from crit modifier
    -Remove "Misc Crit Mod" box (now just edit the new crit modifier box)
    -Added several new weapon base damage profiles
    -Bug fixes
    I love the fact that I can adjust the crit multiplier to 100!
    My Halfling rogue can dream, can't he?

    Now if only I could find a +100 Quaterstaff that does [20]2d8 damage with a crit profile of 18-20 and multiplier of x100. I know I would be able to do 16531HP damage a second.

    hehe

    great job. very useful tool.

    Thanks for making the changes.
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  18. #18
    Community Member Urjak's Avatar
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    Thumbs up

    First off, cool thing - but there is still a long way to go:
    .) You claim it should work for every build - you are missing a lot of things for non-melees:
    ..) Weapon-style selector => yes there are different attack speeds based on used weapon type => TWF, Unarmed, S&B/SWF, THF, THF Twitching, Throwing, Bows, Crossbows, Great Crossbows, Repeaters (I think that are all of the currently existing different attack speed progressions)
    ..) Attack speed modifiers other than BAB and Enhancement Bonus to Attack Speed (Haste, Speed, ...): Rapid Shot, Quickdraw, Rapid Reload, Whirling Wrist, Mechanical Reloader, Thief Acrobatics, Echoes of the Ancestors: Primal<Shirardi Champion>, Arcane Archer ToD Set (stacks with Haste)
    ..) Note that both Enhancement Bonus to Attack Speed, as well as all the other Attack Speed modificators work differently for each weapon style (I spent literally lots of hours trying to figure that out for throwing ... including frapsing many hours of shooting against a plain wall with different base attack bonuses, feat and item setups and then determining the attack speeds by going through frame by frame ... couldn't find a fitting formula that would match the observed speeds - so good luck )
    ..) Non-melees can have more than just up-to-100% double shot:
    ...) Devs already announced that starting with next update doubleshot will most likely wrap (aka >100% doubleshot is then tripleshot)
    ...) 10k stars (which can have a 50% uptime) grants additional throws based on Wisdom, but this will be changed with next update, so best wait until then - similar thing goes for Manyshot
    ...) Shuriken users can get fully stacking additional shots with Ninja Training II and Shuriken Expertise => they stack with each other and grant independent additional shots with a chance equal to the users Dexterity (so Shuriken users can throw up to 4 Shurikens (1 base, 1 doubleshot, 1 Ninja Training II, 1 Shuriken Expertise) with one attack without using 10k stars and up to 6 using 10k stars (currently 10k negates doubleshot, so: 1 base, 3 10k stars, 1 Ninja Training, 1 Shuriken Expertise)
    .) You should test the builds' dps versus typical foes to appropriately take DR bypassing, fort bypassing and Sneak Attack into account
    .) You should test versus mobs and versus bosses - some effects only work on mobs and not or differently on bosses.
    .) Some effects depend on the current health of a foe (Mortal Fear, Vorpal, Banishing, ...)
    .) Some effects can only proc once per x seconds (need to properly scale it to effective attacks/second (including double, triple and so attacks)
    .) Also you should allow hit, on-crit and on-vorpal damage-typed effects - then you can test versus foes with energy immunity and resistance! (would need a grid for both - the effects and the foe stats, although predefined foes stats would be awesome as well - aka what is my dps against boss xyz (always on EE))
    .) Some effects apply damage-over-time damage to foes - here its also important to take effective attacks and enemy health into account (aka what would be the average uptime vs. how long will that typical foe actually live and then backtrace to how much additional damage per attack that would mean)
    .) You also missed a lot of THF stuff:
    ..) Increased Glancing Blow chance
    ..) Increased Glanding Blow effect proc chance (Is there increased Glancing Blow damage as well?)
    .) For TWF and S&B you need two separate fields to configure weapon die, crit profile, ...
    .) S&B: Improved Shield crit is only available via Enhancement and I think it stacks differently with other crit boosts than improved crit
    .) You missed out all Increased Shield Bash chance Enhancements and enchantments (is not the same as offhand%)
    .) You need a parameter for Vorpal Range (can be 19-20 or only the standard 20)

    Some people would also want to expand that to multiple foe analysis, but I don't think that is reasonably possible (are those foes in a line?, do they surround you completely? partially? how far away is each of them? weapon reach? when I proc aoe effect x, how many of them are inside the aoe? all things you can't reasonably determine or even average, so I would ignore this)

    Some while ago I did many of the above things in an Excel sheet with lot's of macros .. but it is kinda specific to Shurikens, so I never published it (apart from the obvious: Who would open an Excel sheet with macros?^^)
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  19. #19

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    Quote Originally Posted by Urjak View Post
    ..) Increased Glancing Blow chance
    (Is there increased Glancing Blow damage as well?)
    There is only increased glancing blow damage. The chance is always 100%.

    You normally get a 100% chance at glancing blows on the first and third swings in the attack sequence. The GTHF feat adds a third 100% chance in the fourth swing.

    Default glancing blow damage is 20%. Each feat (THF, ITHF, GTHF, PTHF) adds another 10%, for a total of 60% base damage. That can be raised further with Fury of the Wild (Wild Weapons +9% damage), and several enhancements in Frenzied Berserker (+20% total) for a maximum of 89% glancing blow damage. (!) The downside is that glancing blows cannot crit.

    Weapon procs have a 0% chance by default. The three heroic feats add 3%, and the destiny feat adds a whopping 10% for a "base" 19% weapon proc chance with all four feats. That can be increased further with destiny and enhancements for a maximum of 50%. (Requires racial enhancements for the last 6%, from human, half-orc or robot trees.)

  20. #20

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    Quote Originally Posted by Faltout View Post
    This calculator is nice, but not even close to reality. It measures single-target DPS (cleaves?), ignores weapon hit-boxes (staffs vs. daggers? attack sequence?),
    You shouldn't use such tools to compare completely different builds.
    What such a tool helps with, is if you want to compare different weapons on the same build, or different enhancement and feat setups.
    A simple example would be something simple as a trade off between 1 damage vs 2 melee power.

    Quote Originally Posted by Faltout View Post
    ignores situational buffs that a player may be keeping up (rage, tenser's, action boosts, consecrated ground, blitz, etc.?), ignores fortification (undead, constructs, fort bypass), ignores on-hit special effects (exploit weakness, adrenaline, righteous fervor, shiradi stances, shield bashes) and a whole lot other stuff that I can't think of right now.
    You can add some of these things yourself, by adjusting the values.

    Fortification would be nice indeed, since it's a big factor in weapon comparision.
    Shield bashes would also be nice.
    And yes, extra procs are also missing (needs to differ between on hit effects, on crit. effects and effects on vorpal). Maybe just let us add average damage of the proc and select if it's on hit, on crit. or vorpal? Listing all possible effects would be a bit to much probably.
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