Author Topic: Damage calc / character builder updated  (Read 27951 times)

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Offline San

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Damage calc / character builder updated
« on: March 05, 2014, 01:48:12 am »
+41
Website added, no need to download: http://tinyurl.com/crpgcalc

Longer version:

If you want to download for yourself so you can edit the layout:
(click to show/hide)
« Last Edit: July 06, 2014, 11:16:11 pm by San »

Offline Thranduil

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Re: Damage calc / character builder updated
« Reply #1 on: March 05, 2014, 02:54:06 am »
+5
At first testing it seems to be working fine and accurate. I'll let you know if something breaks.  :wink:


*EDIT* I do like how I can modify the HTML to have my own personalized cRPG Calc page.  :mrgreen:

And now my own personalized Calculator!
(click to show/hide)


And in case anyone is interested, here's how I did it:

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« Last Edit: March 05, 2014, 04:30:50 am by Thranduil »
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Offline HappyPhantom

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Re: Damage calc / character builder updated
« Reply #2 on: March 05, 2014, 03:17:26 am »
+3
Comment so I can find this later  :mrgreen:
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Offline WITCHCRAFT

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Re: Damage calc / character builder updated
« Reply #3 on: March 05, 2014, 09:28:09 am »
+3
Thanks for the link. My bookmarked character builder hadn't been patched since before the AGI rework, and getting inaccurate WPF was driving me crazy.

Working like a charm so far.
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Offline BlueKnight

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Re: Damage calc / character builder updated
« Reply #4 on: March 05, 2014, 11:06:13 am »
+2
Can we stick it somewhere?
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Offline Moncho

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Re: Damage calc / character builder updated
« Reply #5 on: March 05, 2014, 11:51:55 am »
+1
It does not seem to be saving characters for me. Anybody else have this problem?
Other than that, seems fine

Offline Grumbs

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Re: Damage calc / character builder updated
« Reply #6 on: March 05, 2014, 12:08:48 pm »
+1
I'm surprised at the amount of variation between the min and max damage. I remember an update was done that was supposed to average out the min and max damage so its less random, but seems we still have quite a big range from min - max damage
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Offline Angellore

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Re: Damage calc / character builder updated
« Reply #7 on: March 05, 2014, 03:09:22 pm »
+1
I'm surprised at the amount of variation between the min and max damage. I remember an update was done that was supposed to average out the min and max damage so its less random, but seems we still have quite a big range from min - max damage
I'm surprised anyone still rely on those damage formulas :D. They are wrong since like 2011, but people are still using them.
cRPG damage depends from many more factors now, like % damage change of specific weapon types, increased pierce penetration value (imo it's way too high in crpg) and so on.
This damage calculator was quite fine in 2011, but even then it wasn't perfect. Now it just gives you basically random numbers, which has nothing to do with reality.

Offline Grumbs

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Re: Damage calc / character builder updated
« Reply #8 on: March 05, 2014, 03:26:02 pm »
+1
I thought the point of the thread was that San updated and fixed the formula?
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Offline San

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Re: Damage calc / character builder updated
« Reply #9 on: March 05, 2014, 03:40:34 pm »
+2
Some wpp was automatically being used, removed that.

Quote
I'm surprised at the amount of variation between the min and max damage. I remember an update was done that was supposed to average out the min and max damage so its less random, but seems we still have quite a big range from min - max damage

Randomness from damage to armour has been reduced to 5%, but there's still an inherent 90%-100% raw damage randomness to attacks, from what is used in the calc.

Offline Thranduil

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Re: Damage calc / character builder updated
« Reply #10 on: March 05, 2014, 03:42:36 pm »
+1
It does not seem to be saving characters for me. Anybody else have this problem?
Other than that, seems fine

Hey Moncho. It won't save characters because that requires a cookie. Since the file is actually running straight from your computer and not using the internet at all, no cookie is generated. At least, I think that's what's going on here. Too bad I'm still in the early stages of learning Java, or I'd say maybe I could work a quick fix to it to save the data as a text file to be read by the program.

*EDIT* After a little research into file writing with javascript, this idea is rather moot. It might be possible, but it would be a real pain to try. At least for me right now it would.
« Last Edit: March 05, 2014, 04:20:05 pm by Thranduil »
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Offline kinngrimm

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Re: Damage calc / character builder updated
« Reply #11 on: March 05, 2014, 03:44:47 pm »
+1
upto lvl 37 now :) nice

- the additional WPP you get on melee weapons is not represented.
- clicking on the "shield" checkbox does not change anything
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Offline Dexxtaa

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Re: Damage calc / character builder updated
« Reply #12 on: March 05, 2014, 03:53:44 pm »
+2
And here I was sitting around picking the nicest looking things to swing at people and looking at corgi pictures.
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Offline Angellore

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Re: Damage calc / character builder updated
« Reply #13 on: March 05, 2014, 04:07:04 pm »
+1
I thought the point of the thread was that San updated and fixed the formula?
I think he updated Builder. From damage section he changed wpf decrease (gloves x4 and helmet x2 change) and new armor soak value. At least that's how I understand those changes.
The thing is, current crpg damage don't base on single formula, and crpg code isn't open source, so you can't check this easily. Also, many things depends from WSE now, so I suspect even with source code it will be hard to figure out true damage values.
Calculations in this builder are based on old formula, with just few things changed. Even if you add modified armor soak value (which should be right) and wpf decrease (which also should be right), it will still give you bad result, because current crpg damage calcuations are surely much more complicated than just old base damage formula, figured out by few different people in 2010-2011.
That's why I wouldn't belive those calculations :wink:.
« Last Edit: March 05, 2014, 04:10:25 pm by Angellore »

Offline San

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Re: Damage calc / character builder updated
« Reply #14 on: March 05, 2014, 04:13:17 pm »
+1
Min and max are accurate, but the average is a little dumb. It shouldn't be the average of min & max, but the average of the damage randomness between 90% and 100%.