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  1. #41

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    Quote Originally Posted by EmGreen View Post
    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?
    Lots of named weapons have 0.25-increment bonuses to [W].

    For example, I just recently considered using (then decided against) Prysuul's Bane on my S&B paladin life.

  2. #42
    Developer Vargouille's Avatar
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    Cool stuff!

  3. #43
    Community Member Vellrad's Avatar
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    Power attack is capped to +5, but there are ways to increase PA bonus (f.e. barb PA enhancement).
    Other than that, very nice thing.
    Last edited by Vellrad; 10-12-2015 at 05:52 PM.
    Quote Originally Posted by Originally Posted by Random Person #2 View Post
    People who exploit bugs in code are cheaters cheaters cheaters. And they are big fat ****yheads too.

  4. #44
    Community Member Juggle's Avatar
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    Default Great work so far!

    Great work and thanks so much for doing this! I know a lot of replies are just criticisms, but take them as constructive. I think I can fairly say that most people are just very excited that you are working on this and are anxious to help you perfect it! +1 to you and I hope you can improve this and make it THE ddo dps calculator for everyone!

  5. #45

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    Quote Originally Posted by Vellrad View Post
    Power attack is capped to +5, but there are ways to increase PA bonus (f.e. barb PA enhancement).
    Also it's doubled for THF.

  6. #46
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    Took a look at this, disappointed you cannot use this for ranged or thrown weapons.

    Few bugs I noticed...

    Current configuration box, is not updated properly consistently.... have to toggle stuff on and off, and it will eventually update fine. Maybe just add an update everything button?

    Doublestrike is capped at 100, but for ranged builds (read shuriken's this can go much higher due to the feats, remove the cap). There needs to be a way to remove the offhand hit % to 0, and now with ranger builds offhand stat x amount to 1.0.

    Hope that helps...
    Khyber:
    Lunality, Sorcality, Tunality, Axation, Causation, Shurality, Desparality, Stingality and a few more...
    Stingality

  7. #47
    Community Member Alkusoittow's Avatar
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    Thanks everyone for the feedback. I do take most of it as constructive, and continue to work to improve the program as a result of your input.

    Here's a look at what's in the works:
    -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 (it currently went to 10 when you clicked THF, but apparently there are ways to go over 5 when not THF)
    -Base damage multiplier now increments by 0.25 (though you can click into the box now and change it however you like)
    -Working on sneak attack... Might not make it to the next release, but we'll see. I'm trying to work this quickly since so many people requested it!

    There is indeed some redundancy, largely due to the program expanding beyond its original design, and I've struggled with making it user friendly versus fully customizable. For example, some people know immediately that Overwhelming Crit adds +1 multiplier in the 19-20 range, and others may find it easier to just click the checkbox... For now, I'm going to leave the current redundancies until space is at a premium or things become muddled.

    To answer a few questions:
    -The assumption in calculation is that a roll of 1 is always a miss
    -Deadly is taken into account for crits and non-crits alike
    -Swings-per-second: I took the only available data which was 80 swings per second for BAB of 0, and used the best available tested data for the scaling as BAB increases. If there's better data, I'm open to adjusting.

    Thanks everyone for checking it out. I hope it's been fun and useful, and I'll continue to expand it in the future.

  8. #48
    Community Member MerryOldSoul's Avatar
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    I think it is great. Compared different set ups for over 20 mins, thank you so much. +1

  9. #49
    Community Member barecm's Avatar
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    Very cool. Would like to see one for ranged combat too.

  10. #50
    Community Member Alkusoittow's Avatar
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    Question for you sneak attack experts out there:

    -When TWF, does sneak attack only apply once per hit, regardless of whether or not the offhand attack procs? Or does sneak attack apply on successful offhand hits?

  11. #51
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    Quote Originally Posted by Alkusoittow View Post
    Question for you sneak attack experts out there:

    -When TWF, does sneak attack only apply once per hit, regardless of whether or not the offhand attack procs? Or does sneak attack apply on successful offhand hits?
    Last time I checked it was there as long as you don't have agro.
    But this was some while ago.

    For the OP: Nice Calculator! Question: Does the field with the label primary stat take into account things like know the angles?

  12. #52

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    This looks pretty neat, excellent job here!!

  13. #53
    Community Member Alkusoittow's Avatar
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    First of all, version 1.4 is live. See the 1st post for download links and change log.


    Quote Originally Posted by EmGreen View Post
    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)
    Now you can scale [W] in increments of 0.25. As far as saving configurations, I've considered adding it but haven't done any coding to that end yet... But it would be nice indeed.

    Quote Originally Posted by Vellrad View Post
    Power attack is capped to +5, but there are ways to increase PA bonus (f.e. barb PA enhancement).
    Other than that, very nice thing.
    PA cap has been lifted.

    Quote Originally Posted by LordTigerDawn View Post
    Took a look at this, disappointed you cannot use this for ranged or thrown weapons.

    Few bugs I noticed...

    Current configuration box, is not updated properly consistently.... have to toggle stuff on and off, and it will eventually update fine. Maybe just add an update everything button?

    Doublestrike is capped at 100, but for ranged builds (read shuriken's this can go much higher due to the feats, remove the cap). There needs to be a way to remove the offhand hit % to 0, and now with ranger builds offhand stat x amount to 1.0.

    Hope that helps...
    Doublestrike has been lifted. Regarding ranged, yes many people have voiced the same criticism. I will research adding this in, but I assume it'll just come down to a few adjustments or additional checkboxes. For now, it seems by modifying the existing boxes you can get a pretty good estimate.

    Quote Originally Posted by MerryOldSoul View Post
    I think it is great. Compared different set ups for over 20 mins, thank you so much. +1
    You're welcome

    Quote Originally Posted by LightBear View Post
    Last time I checked it was there as long as you don't have agro.
    But this was some while ago.

    For the OP: Nice Calculator! Question: Does the field with the label primary stat take into account things like know the angles?
    You can adjust the "Mainhand Stat X" to emulate Know The Angles. It's the mainhand stat multiplier.

  14. #54
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    You may want to hold off the updates till the balance changes come to pass: https://www.ddo.com/forums/showthrea...ce-Change-post
    My main server is Khyber. Have toons in almost every server for favor purposes. The Faltouts

  15. #55
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    Quote Originally Posted by Alkusoittow View Post
    Question for you sneak attack experts out there:

    -When TWF, does sneak attack only apply once per hit, regardless of whether or not the offhand attack procs? Or does sneak attack apply on successful offhand hits?
    Sneak attack - and pretty much everything else - apply to both hands. The only difference to damage that I'm aware of is that the offhand attack gets half the strength bonus if the strength bonus is positive (but it gets the full penalty if it's negative). Unarmed monks get to use full strength bonus on both the main hand and the offhand.

    As someone else mentioned, the attack speed is different for TWF, unarmed, THF, etc. and attack speed bonuses don't apply in the straightforward manner that you'd expect. For melee attacks, the definitive guide is here.
    My toon: Agthorr on Khyber

  16. #56
    Community Member Alkusoittow's Avatar
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    Quote Originally Posted by Faltout View Post
    You may want to hold off the updates till the balance changes come to pass: https://www.ddo.com/forums/showthrea...ce-Change-post
    Yeah I saw that :/ We'll see what actually comes to pass, and when.

    Quote Originally Posted by Snarglefrump View Post
    Sneak attack - and pretty much everything else - apply to both hands. The only difference to damage that I'm aware of is that the offhand attack gets half the strength bonus if the strength bonus is positive (but it gets the full penalty if it's negative). Unarmed monks get to use full strength bonus on both the main hand and the offhand.

    As someone else mentioned, the attack speed is different for TWF, unarmed, THF, etc. and attack speed bonuses don't apply in the straightforward manner that you'd expect. For melee attacks, the definitive guide is here.
    That is actually the main resource I used to calculate swings per second, which others have voiced concerns over the datedness of the information... but again, it was the best I could find so that's what I based the calculations on.

    Regarding sneak attack, perhaps we can get a developer to comment. My understand is this:

    (not necessarily in this order)

    If Mainhand successfully hits,
    +Apply other Mainhand weapon effects
    +Check for offhand hit, and apply if applicable (based on offhand % chance), including offhand weapon effects
    +Apply sneak attack (if situation is correct; i.e. creature is bluffed, you don't have agro, etc)
    +Add other effects like Improved Deception, etc

    Otherwise, the offhand calculation has its own subtree like this one, and you can apply every effect twice when TWF. I'm pretty sure that's not how it works, based on other posts and assessment of the combat log (not that it's a perfectly accurate log). Until I see otherwise, this is how the calculation will be done.

  17. #57
    Community Member Alkusoittow's Avatar
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    Posted version 1.5 with addition of data visualization. Now you can hopefully get a more intuitive feel for how your individual swings might differ from one another. In other words, you can "see" how your average DPS might be high, but your chance to actually take down a mob might be low. More visualization is possible in the future. For now, this does not include doublestrike, but that will be coming soon.

  18. #58
    Community Member Vellrad's Avatar
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    For extra damage from oh hit and on crit effects, you could add a boxes with 'no melee power on hit', and 'no melee power on crit'. This would be nice to compare various weapons, and maybe separate window for off hand weapon (to check if +20 melee power from ToEE set is worth it on your build).


    I don't really know where to put ravager core damage and damage from frenzy- they scale with 100% melee power (unlike 150 of SA), apply to criticals, but aren't multipied by them, so they don't really seem to fit anywhere.
    Last edited by Vellrad; 10-20-2015 at 10:45 PM.
    Quote Originally Posted by Originally Posted by Random Person #2 View Post
    People who exploit bugs in code are cheaters cheaters cheaters. And they are big fat ****yheads too.

  19. #59
    Community Member Alkusoittow's Avatar
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    Version 1.6 is posted! A few minor tweaks, but most importantly, you can SAVE and LOAD builds!

  20. #60
    Community Member Alkusoittow's Avatar
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    Quote Originally Posted by Vellrad View Post
    For extra damage from oh hit and on crit effects, you could add a boxes with 'no melee power on hit', and 'no melee power on crit'. This would be nice to compare various weapons, and maybe separate window for off hand weapon (to check if +20 melee power from ToEE set is worth it on your build).


    I don't really know where to put ravager core damage and damage from frenzy- they scale with 100% melee power (unlike 150 of SA), apply to criticals, but aren't multipied by them, so they don't really seem to fit anywhere.
    Hmmm interesting, I can add a "flat damage with melee power" box and a "flat damage, no melee power" box. Currently I've been playing around with the idea of incorporating boosts in the simulator, and using a time-based simulation as another option, rather than straight swings. However, your idea would probably be easier to incorporate first. I'll definitely be taking it into consider for future builds.

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