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WARRIOR DAMAGE CALCULATIONS
http://www.filefront.com/13943274/WAR-DC_1.4b.rar/
This is in xlsx format, I can’t save it as lsx because some functions are too long for lsx and its apparently too pretty to be lsx.
<!-- What The Fuck Are These Boxes And Why Do They Help Me? --->
I realize this isn't the most aesthetically pleasing and easiest way to figure out your damage, especially in excel, but I don't know very much code yet so this will just have to do.
“Input Info” is whatever you’re using in TP against the monster in “Monster Info” (there’s some other monsters you can copy from the Monster Bank and paste. Paste new monster info over old, don't cut and paste old info elsewhere. If you have other monster info, please tell me). You need to add up your own total DEX and STR (don't forget effects from food, hasso, etc), trying to keep it less cluttered.
“Output Info” spits out calculations about you versus "Monster Info." “Damage Output” includes crit high, crit low, crit avg, hit high, hit low and hit avg; I hope those are self explanatory. crit+hit avg is your average melee swing including your regular hits and crits. DMG/s is how much damage you do per second accounting for DA%, haste, weapon delay, crit rate, pDIF averages and accuracy. Ultimately, looking at all this nonsense, DMG/s is what really matters if you want to maximize your damage output from just /attack.
"Buffs" and "Debuffs" carry on to DoT and WS calculations. I only used the most common, applicable and relevant buffs and debuffs. The effect of -DEF and -EVA to the monster is shown in as "New DEF" and "New EVA" just underneath "Monster Info". y/yes/on or n/no/off where applicable.
Weaponskill is broken into "Input" and "Output." Type whatever you use for KJ, RR and SC in "Input" and spits out numbers in "Output." You must figure out your total STR and DEX, don't forget to include buffs such as hasso, etudes and food that change your STR and DEX. There is a lot of information from "Input Info" that is used in WS calculations, they are the following; "Monster Info", weapon DMG, Crit +% mod, debuffs and buffs. Basically, everything that makes sense to carry on is carried on.
Subscripts are easy to figure out; AVG = Average, H = High, L = Low and T = Total.
<!-- Notes On Calculations -->
pDIF
- There is no definitive pDIF function for two handed weapons as of yet. Only the general approximation; new pDFI = old pDIF x 1.05. This approximation is used for all calculations until a new pPIF function for two handed weapons is available.
- There is absolutely no dual wield and no one handed weapons because you should always be using Great Axe on WAR. And that's the law.
- I realize all the pDIFs for high, low, avg and crits add a lot of useless clutter in the since you probably don't care about your pDIF... If you don't know what it means, don't worry about it.
- Averages are assumed to be linear (or symmetrical about the midpoint of low/high).
Crit
- When calculating crit pDIF; new pDIF is reverted to old pDIF, then added +1.00 and finally multiplied by 1.05 to obtain new pDIF for crit.
- Used this function* of dDEX to find crit% added by DEX vs AGI, if you want to use your own crit, just replace the function with a percentage. It’s the best I have until more information arises.
- When the old pDIF exceeds 3.00 (high ATK crit), my linear distribution approximation fails. Since the actual pDIF distribution is roughly symmetrical about the midpoint of high/low and nonlinear and the game makes all pDIFs above 3.00 equal to 3.00. This makes my linear average slightly higher than the real game average.
- Crit +% is used to input whatever crit bonus you have, such as merits or Rampager.
*http://www.bluegartrls.com/forum/53313-randomer-question-thread-230.html#post2624783 (Thanks to Shinryuu and lesser extent Araelus)
ATK/ACC
- Calculates your total ATK/ACC from skill, STR/DEX, gear, food and buffs.
- ACC% is calculated 1ACC=0.5%ACC with lower cap 20% and upper cap 95% after accounting for level correction. Unless there's a better function, this is it.
WS
- RR is assumed to have a 0% crit bonus and increase linearly to crit +30% at 300TP
- All first hits are approximated to 95% accuracy by default because the instances where you wouldn’t have 95% are extremely rare. Other hits are calculated normally using your ACC.
- RR and KJ are assumed to DA only twice because it’s easier to calculate average damage. If RR and KJ can DA up to 3 times, it would get messier and another assumption needs to be made; can you DA 3 times but the game caps to 2 hits and excludes the miss (no record of 3 DAs) or can you actually DA 3 times?
- Steel Cyclone is assumed to DA only once.
- Hits in WS use average pDIFs.
- Steel Cyclone ATK is multiplied by 5/3, evidence suggests the attack boost.
<!-- Updates -->
Things to fix/add
- New two handed pDIF function
- New Crit function
- New ACC% function
- More buffs/debuffs
- More monsters
- Maybe add option for DW
April 10/09
- Added Buffs - Haste spell (15%), March I (8%), March II (12%), Minuet III (53), Minuet IV (61), Madrigal I (15), Madrigal II (30), Choas Roll +%, Hunter's Roll +%, Berserk, Aggressor, Hasso, Warcry (main job only), Food ATK+%, Food ATK cap, Food ACC+%, Food ACC+ (This is if the food ACC bonus isn't a % increase, like Hedgehog Pie is just +5). (write yes/y/on or no/n/off for applicable buffs)
April 13/09
- Fixed lurker EVA from 464 to 434. My bad.
May 04/09
- Fixed the term, (monster lvl - player lvl) when used in functions to account for when player level is greater than monster level.
- Removed player level variable and just set it to lv75 by default.
- Added "Debuffs" - Dia1/2/3, Angon, Gravity, Frightful Roar, Box Step0/1/2/3/4/5 and Quickstep0/1/2/3/4/5
- Created this READ ME.txt
June 14/09 (1.4)
- Added Soul Voice
- Fixed ATK (neglected to insert base +8 and native attack bonus +10)
- Fixed RR (if you used over 100 TP, the damage was higher than it should be)
June 27/09 (1.4b)
- Steel Cyclone and Mighty Strikes Added
- Steel Cyclone ATK is multiplied by 5/3 automatically, so don't be alarmed that it's high.
- Sneak Attack for Steel Cyclone only
- DMG for WS # of hits added
http://www.filefront.com/13943274/WAR-DC_1.4b.rar/
This is in xlsx format, I can’t save it as lsx because some functions are too long for lsx and its apparently too pretty to be lsx.
<!-- What The Fuck Are These Boxes And Why Do They Help Me? --->
I realize this isn't the most aesthetically pleasing and easiest way to figure out your damage, especially in excel, but I don't know very much code yet so this will just have to do.
“Input Info” is whatever you’re using in TP against the monster in “Monster Info” (there’s some other monsters you can copy from the Monster Bank and paste. Paste new monster info over old, don't cut and paste old info elsewhere. If you have other monster info, please tell me). You need to add up your own total DEX and STR (don't forget effects from food, hasso, etc), trying to keep it less cluttered.
“Output Info” spits out calculations about you versus "Monster Info." “Damage Output” includes crit high, crit low, crit avg, hit high, hit low and hit avg; I hope those are self explanatory. crit+hit avg is your average melee swing including your regular hits and crits. DMG/s is how much damage you do per second accounting for DA%, haste, weapon delay, crit rate, pDIF averages and accuracy. Ultimately, looking at all this nonsense, DMG/s is what really matters if you want to maximize your damage output from just /attack.
"Buffs" and "Debuffs" carry on to DoT and WS calculations. I only used the most common, applicable and relevant buffs and debuffs. The effect of -DEF and -EVA to the monster is shown in as "New DEF" and "New EVA" just underneath "Monster Info". y/yes/on or n/no/off where applicable.
Weaponskill is broken into "Input" and "Output." Type whatever you use for KJ, RR and SC in "Input" and spits out numbers in "Output." You must figure out your total STR and DEX, don't forget to include buffs such as hasso, etudes and food that change your STR and DEX. There is a lot of information from "Input Info" that is used in WS calculations, they are the following; "Monster Info", weapon DMG, Crit +% mod, debuffs and buffs. Basically, everything that makes sense to carry on is carried on.
Subscripts are easy to figure out; AVG = Average, H = High, L = Low and T = Total.
<!-- Notes On Calculations -->
pDIF
- There is no definitive pDIF function for two handed weapons as of yet. Only the general approximation; new pDFI = old pDIF x 1.05. This approximation is used for all calculations until a new pPIF function for two handed weapons is available.
- There is absolutely no dual wield and no one handed weapons because you should always be using Great Axe on WAR. And that's the law.
- I realize all the pDIFs for high, low, avg and crits add a lot of useless clutter in the since you probably don't care about your pDIF... If you don't know what it means, don't worry about it.
- Averages are assumed to be linear (or symmetrical about the midpoint of low/high).
Crit
- When calculating crit pDIF; new pDIF is reverted to old pDIF, then added +1.00 and finally multiplied by 1.05 to obtain new pDIF for crit.
- Used this function* of dDEX to find crit% added by DEX vs AGI, if you want to use your own crit, just replace the function with a percentage. It’s the best I have until more information arises.
- When the old pDIF exceeds 3.00 (high ATK crit), my linear distribution approximation fails. Since the actual pDIF distribution is roughly symmetrical about the midpoint of high/low and nonlinear and the game makes all pDIFs above 3.00 equal to 3.00. This makes my linear average slightly higher than the real game average.
- Crit +% is used to input whatever crit bonus you have, such as merits or Rampager.
*http://www.bluegartrls.com/forum/53313-randomer-question-thread-230.html#post2624783 (Thanks to Shinryuu and lesser extent Araelus)
ATK/ACC
- Calculates your total ATK/ACC from skill, STR/DEX, gear, food and buffs.
- ACC% is calculated 1ACC=0.5%ACC with lower cap 20% and upper cap 95% after accounting for level correction. Unless there's a better function, this is it.
WS
- RR is assumed to have a 0% crit bonus and increase linearly to crit +30% at 300TP
- All first hits are approximated to 95% accuracy by default because the instances where you wouldn’t have 95% are extremely rare. Other hits are calculated normally using your ACC.
- RR and KJ are assumed to DA only twice because it’s easier to calculate average damage. If RR and KJ can DA up to 3 times, it would get messier and another assumption needs to be made; can you DA 3 times but the game caps to 2 hits and excludes the miss (no record of 3 DAs) or can you actually DA 3 times?
- Steel Cyclone is assumed to DA only once.
- Hits in WS use average pDIFs.
- Steel Cyclone ATK is multiplied by 5/3, evidence suggests the attack boost.
<!-- Updates -->
Things to fix/add
- New two handed pDIF function
- New Crit function
- New ACC% function
- More buffs/debuffs
- More monsters
- Maybe add option for DW
April 10/09
- Added Buffs - Haste spell (15%), March I (8%), March II (12%), Minuet III (53), Minuet IV (61), Madrigal I (15), Madrigal II (30), Choas Roll +%, Hunter's Roll +%, Berserk, Aggressor, Hasso, Warcry (main job only), Food ATK+%, Food ATK cap, Food ACC+%, Food ACC+ (This is if the food ACC bonus isn't a % increase, like Hedgehog Pie is just +5). (write yes/y/on or no/n/off for applicable buffs)
April 13/09
- Fixed lurker EVA from 464 to 434. My bad.
May 04/09
- Fixed the term, (monster lvl - player lvl) when used in functions to account for when player level is greater than monster level.
- Removed player level variable and just set it to lv75 by default.
- Added "Debuffs" - Dia1/2/3, Angon, Gravity, Frightful Roar, Box Step0/1/2/3/4/5 and Quickstep0/1/2/3/4/5
- Created this READ ME.txt
June 14/09 (1.4)
- Added Soul Voice
- Fixed ATK (neglected to insert base +8 and native attack bonus +10)
- Fixed RR (if you used over 100 TP, the damage was higher than it should be)
June 27/09 (1.4b)
- Steel Cyclone and Mighty Strikes Added
- Steel Cyclone ATK is multiplied by 5/3 automatically, so don't be alarmed that it's high.
- Sneak Attack for Steel Cyclone only
- DMG for WS # of hits added
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