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  1. #21

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    Quote Originally Posted by Alkusoittow View Post
    Extra base damage (like ranger past lives) can be added via the "misc noncrit damage" box in the lower lefthand corner area.
    I thought that was where stuff like weapon effects (eg: Pure Good) would go?

    You can't put Ranger past life damage and Pure Good in the same box because the former is multiplied by crits while the latter is not.

  2. #22
    Community Member Alkusoittow's Avatar
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    Quote Originally Posted by EllisDee37 View Post
    I thought that was where stuff like weapon effects (eg: Pure Good) would go?

    You can't put Ranger past life damage and Pure Good in the same box because the former is multiplied by crits while the latter is not.
    I've changed the name of the box to "Misc base dmg" which will apply to crits and regular hits. For things like "pure good" etc, I've not incorporated anything yet. I guess I could do that...

    The original plan was to create a good baseline DPS comparison for the purpose of analyzing questions like "Should I go SWF, Swashbuckling, Sword & Board, TWF, or Tempest TWF? Should I use a GS or GA? How much more DPS can I get using a khopesh versus a BS?" Stuff like that... Things like "Pure Good" typically apply equally well to any type of weapon, so I didn't think to include it.

    That said, projects like this quickly expand beyond their original scope (as I'm sure you know), and at this point, it wouldn't be hard to include what you're talking about, so I'll add it to the list of things for the next version!

  3. #23

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    Quote Originally Posted by Alkusoittow View Post
    Should I use a GS or GA? How much more DPS can I get using a khopesh versus a BS?" Stuff like that... Things like "Pure Good" typically apply equally well to any type of weapon, so I didn't think to include it.
    Ah, gotcha.

    I was thinking along the lines of "What should my staff build use: sireth or epic bone crusher? Or maybe thunderforge?"

    But I am all too aware of the scope of trying to incorporate named items, as my gear planner (in development) is a pretty significant undertaking, on par with the character builder.

  4. #24
    Xionanx
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    I like the tool, but I wonder how you calculate the number of "Swings" per sec.

    Also, it seems to lacking "Archery" related things.. though they can be substituted

  5. #25
    Community Member Alkusoittow's Avatar
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    Quote Originally Posted by EllisDee37 View Post
    Ah, gotcha.

    I was thinking along the lines of "What should my staff build use: sireth or epic bone crusher? Or maybe thunderforge?"

    But I am all too aware of the scope of trying to incorporate named items, as my gear planner (in development) is a pretty significant undertaking, on par with the character builder.
    What you mention was certainly part of it, but I guess I figured other things like that were small fries compared to the main hits. However, some of those thunderforged choices are pretty significant... Soon

    Quote Originally Posted by Xionanx View Post
    I like the tool, but I wonder how you calculate the number of "Swings" per sec.

    Also, it seems to lacking "Archery" related things.. though they can be substituted
    I followed the information available on the wiki along with some testing that was done a while ago here:
    https://www.ddo.com/forums/showthrea...50#post4589650

    Swings per second is calculated from attack speed enhancements (haste, SWF feats, etc) and BAB.

  6. #26

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    Quote Originally Posted by Alkusoittow View Post
    -Sneak attacks have been requested a few times... I will look into adding that. Perhaps just a generic "Sneak Attack Dice" and "Extra sneak attack damage" selector?
    Yes, but, don't forget sneak attack boosted by 150% melee power.
    And it would be nice if we can see non-sneak attack dmg & sneak attack dmg & both included total damage
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  7. #27
    Xionanx
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    Quote Originally Posted by Alkusoittow View Post
    What you mention was certainly part of it, but I guess I figured other things like that were small fries compared to the main hits. However, some of those thunderforged choices are pretty significant... Soon



    I followed the information available on the wiki along with some testing that was done a while ago here:
    https://www.ddo.com/forums/showthrea...50#post4589650

    Swings per second is calculated from attack speed enhancements (haste, SWF feats, etc) and BAB.
    Those are from 2012, dont you think they might be inaccurate now? Wasn't swing speed adjusted when "Doublestrike" was introduced?

    I really wish the devs would just GIVE us this info on our character sheets.. Attack Speed that is, so we can stop guessing. I wonder if even they know...

  8. #28
    Community Member Urjak's Avatar
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    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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  9. #29

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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.)

  10. #30

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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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  11. #31
    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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  12. #32
    Community Member Forzah's Avatar
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    Quote Originally Posted by BigErkyKid View Post
    There is a potential "mistake". You computed the standard deviation by assuming that a twenty hit scenario where basically each hit happened with its expected probability. This is NOT however the damage distribution I envisioned. The damage distribution needs to be done over a number of hits to be meaningful IMO. For example, over 5-10-15 consecutive hits for trash and then 50-100-150 for bosses.

    I am sorry I wasn't more clear in my previous post, I came from a discussion on the topic and I thought we were on the same page.
    You can get the value you want by dividing the standard deviation by the square root of the number of hits, due to the law of large numbers.

  13. #33
    Community Member Robai's Avatar
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    Thanks for a good work.

    Questions:
    1) You assumed that deadly is not affected by criticals?
    I was always curious about the list of things that are affected by criticals (I mean besides strength bonus/enhancement bonuses/seeker bonus/burst dmg).

    2) In your average dps calculation you assumed that you never miss?
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  14. #34
    Community Member BigErkyKid's Avatar
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    Quote Originally Posted by Forzah View Post
    You can get the value you want by dividing the standard deviation by the square root of the number of hits, due to the law of large numbers.
    I don't want to get a correction for sample analogues of the pop moments.

    I would like to see a distribution of consecutive hits sequences. Over 5 consecutive possible hits or whatever number is relevant for trash.

    This is just to give people a sense of the reliability. For instance rift maker could get extremely bad sequences (no crits) far more frequently than esos. Hence, with erift the probability you end up beating on a mob for longer times is higher.

    I understand most people don't think in those terms right now, but I argue this is a short coming more than a virtue. I would never recommend eRift as a trash beater in hard content, despite of its superior expected damage.

  15. #35
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    Quote Originally Posted by Eth View Post
    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.
    However, as the developer stated, this tool is exactly for comparing different builds (should I go THF or TWF? use staffs or daggers?). Again, as developer stated, this tool is lacking the ability to compare different weapons and instead compares mostly base damage and ignores effects.

    Besides, if you have one build and you want to know what weapon does more damage, just take a trip to the dummy and find out (or easily write a simple line of calculations and find average). The problem is when planning ahead for your build so you want to make build choices based on your expected DPS.

    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.
    However, if I could add those things myself by adjusting the values, I would not have any need for a DPS calculator, would I? Thing is, most of the extra or less damage in game is coming from situational effects. You see a group of monsters and run towards them cleaving instead of waiting for them to get to you will get you 0 hits because you lagged and your cleaves went off when monsters were behind you. A warlock however would get all monsters with that cleave because burst is 360 degrees. How many hits does the TWF build lose because the monster repositions all the time? Ever tried hitting a kobold with TWF? nightmare.

    As for adjusting the values: Urjak covered me earlier. There are so many effects in the game (and we want more). Effects like mortal fear. Effects like killer. Effects like cursespewing or inferno shot or bleeding. Effects like nerve venom. Effects like life stealing. Effects like radiance.

    Take ESOS and a mortal fear weapon and pass them through this calculator and you may just find ESOS doing more damage. Or take a simple +6 dagger and a +5 life stealing dagger and you'll see that the +6 does more damage. However, all those are inaccurate since those effects are changing the situation uniquely and sometimes in a non-DPS way (like pin, hamstring, otto's whistler).
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  16. #36
    Community Member Lonnbeimnech's Avatar
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    Quote Originally Posted by Alkusoittow View Post
    -What can boost your base weapon die to 2d8?
    http://ddowiki.com/page/Item:Twinblade



    I like the bare bones approach of just adding [w], crit range, base damage etc, but then you have some redundant features like monk past life and past life enchantment bonus, when those values could already be put in misc base damage or enc bonus.

    Same with 19-20 crit mult and then overwhelming crit.

  17. #37
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    Congratulations, OP, on attempting to put together a particularly challenging tool for the community. Best wishes!
    Have fun, and don't forget to gather for buffs!
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  18. #38
    Community Member Lauf's Avatar
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    Quote Originally Posted by Alkusoittow View Post
    Things like "Pure Good" typically apply equally well to any type of weapon, so I didn't think to include it.
    while I agree with you on the pure good, things like good burst and blast are affected by the weapon crit profile (both multiplier and range) and can have a different impact on dps depending on the weapon used.

    would be nice if you could add them at some point!

    thanks again

  19. #39
    The Hatchery serthcore's Avatar
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    It would be nice if your next step could go towards on hit effects, on crit effects and sneak attack, as these will change a lot depending on combat style and crit profiles.

    Thanks a lot for doing this!!!
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  20. #40
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    Wonderful, wonderful work! Thank you very much for the time you've put into this, and your continuing updates.

    I see there's been some comments about how the calculator is less than (magically) perfect. To me it's a simple choice: either no tool at all, or a tool that is excellent within the limits of what can be simulated without making an immense effort at coding hit boxes etc etc. To grumble that it's not perfect seems to me overly idealistic at best or churlish at worst.

    One small request: the guild airship amenity Ninja Assassin gives +0.25(W) Weapon Damage. Would it be possible to either add a checkbox to add +.025 (less work I imagine) or (more work) modify the [W] increments to include 0.25 jumps?

    Another more involved request - would it be possible to add a feature where we could 'save' the result of configuration and then have it display beside the current configuration? So that comparison of two setups could be done more easily (currently I am screenshotting, then re-configuring and flicking between oracle and the screenshot)

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