This may be my third time bringing this up, blame yourselves.
The "Effective WPF" readout in the "Mele Damage calc" section does not correspond with the manual number crunching based on the Game Mechanics Megathread formula.
Armor weight modified proficiency = base proficiency * (1 - 0.01 * effective armor weight)
Effective armor weight = 2*head armor weight + body armor weight + leg armor weight + 4*hand armor weight - 10
(Source: WaltF4, updated 31.7.2012 based on the new formula)
According to the latter, taking my character's gear for example, the effective armor weight would be 2*2.4 + 9.4 + 2.6 + 4*0.1 - 10 = 7.2
Therefore, the Effective WPF with 110wpf for example would be 110 * (1 - 0.01 * 7.2) = 102.08
However, with the character calculator, when setting the wpf to 110 and plugging in all the armor weights, the Effective WPF readout says 96.
The only caveat is I am a dumb dumb, and even though I used a calculator and ran the numbers dozens of times, I wouldn't put myself past having made some stupid mistake that renders the result inaccurate. If so, do point it out so we can all move on with our lives. Barring this however, there is an inaccuracy with the character planner effective wpf readout at the moment. And sure, plenty of players don't consider wpf to matter, but to those that know it does and would like to plan their builds around a fine tuned set of numbers, I'd love to have this addressed at least, if not fixed to reflect the current formula.