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EH Calculator v3 (Updated 2011-10-14), For all your E-hentai Calculation Needs |
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Feb 26 2010, 22:57
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20200
Group: Gold Star Club
Posts: 7,687
Joined: 28-May 07

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QUOTE(Sonic @ Feb 26 2010, 12:25)  The Catgirl Aura isn't a all-year pass to Tenboro ya know. (IMG:[ invalid] style_emoticons/default/rolleyes.gif) Then you got hosed. If I gave Tenboro $1000, I would expect him to read my PMs. I expect him to read mine and he has gotten much less of my money (he apparently, thinks he doesn't have to (IMG:[ invalid] style_emoticons/default/sad.gif) )
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Feb 27 2010, 18:30
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Sonic
Group: Catgirl Camarilla
Posts: 4,686
Joined: 16-November 07

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Well Tenboro blessed me with his wisdom; see the source code on the next update.
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Feb 28 2010, 23:15
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20200
Group: Gold Star Club
Posts: 7,687
Joined: 28-May 07

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For the new Shadow Veil evasion (thanks for that BTW), it is written as Shadow VEil.
edit: Something seems to be wrong with the Regen I and Regen II calculation. With 139.75 curative proficiency and a base HP of 1945, it says I should regen 257 for Regen I when I actually get 186.
This post has been edited by Boggyb: Feb 28 2010, 23:28
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Mar 1 2010, 01:34
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Sonic
Group: Catgirl Camarilla
Posts: 4,686
Joined: 16-November 07

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I didn't have anyone on hand at the time to test Regen; I got it to work with me after an hour of tinkering with what Tenboro gave me. Here's the code for those of you who are lazy to go look in the src: CODE ' To quote Tenboro: Okay.. the "Regen" effect has a heal-over-time coefficient of 3.0 (3.6 for Regen II). ' When the spell is cast, a multiplier is also calculated based on /200 your proficiency, which is stored with the effect. ' In the method that updates effect states, this is used to restore hot_coefficient * modifier * (base_health / 100) HP ' on each state update. dblRegenIRate = Math.Ceiling(3.0 * (1 + dblCurativeProf / 200) * (dblHealth / 100)) dblRegenIIRate = Math.Ceiling(3.6 * (1 + dblCurativeProf / 200) * (dblHealth / 100)) Yes I quoted what Tenboro told me over a PM. When I tried Base HP it came out short, trying your full health came out right for me. Anyone want to play around with a spreadsheet? (Ceiling just rounds UP for those of you unfamiliar to VB, making 10.01 > 11.)
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Mar 1 2010, 19:18
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20200
Group: Gold Star Club
Posts: 7,687
Joined: 28-May 07

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I'd love to help you with that, but when I see math, my brain stops working.
Incidentally, The tooltip for Regen I is the same as the tooltip for Regen II. (over the name, not the numbers)
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Mar 2 2010, 02:21
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Sonic
Group: Catgirl Camarilla
Posts: 4,686
Joined: 16-November 07

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QUOTE(Boggyb @ Mar 1 2010, 12:18)  I'd love to help you with that, but when I see math, my brain stops working.
Incidentally, The tooltip for Regen I is the same as the tooltip for Regen II. (over the name, not the numbers)
Give me the following and I'll start collecting and testing: Base HP Total HP Curative Prof Regen I Amount Regen II Amount (If Available)
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Mar 2 2010, 19:28
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20200
Group: Gold Star Club
Posts: 7,687
Joined: 28-May 07

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Base HP- 1955 Total HP- 5054 Curative Prof- (139.95+ 17.36)= 157.31 Regen I Amount- 188 Regen II Amount- 225
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Mar 4 2010, 19:27
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20200
Group: Gold Star Club
Posts: 7,687
Joined: 28-May 07

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The Power Regen calculator is off. I just fought a legacy battle and used my legendary (reducing my power to 1 out of 1059), with 15 regen, it said it would take me 30-31 hours to regen. It has been less than 30 minutes, and my power is at 19 which inputting that number into the calculator tells me it will be 17 hours 40ish minutes to regen.
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Mar 4 2010, 22:29
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Sonic
Group: Catgirl Camarilla
Posts: 4,686
Joined: 16-November 07

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I think there is a potential curve near the low levels where it uses 0.5 x regen until it gets to a point where your current power * 0.0025 is > than 0.5. Then it goes up exponentially. To fix the calculator for that particular scenario would require a decent rewrite, so I'm not going to worry about it right now. I have a suspicious feeling Tenboro changes the regen method every so often anyways to break calculating power regen time.
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Mar 5 2010, 05:26
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20200
Group: Gold Star Club
Posts: 7,687
Joined: 28-May 07

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Have you ever thought about adding the ability to select your credit perk to the training page? I don't know where you would add it, but it is relevant.
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Mar 5 2010, 23:12
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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QUOTE(Sonic @ Mar 1 2010, 19:21)  Give me the following and I'll start collecting and testing: Base HP Total HP Curative Prof Regen I Amount Regen II Amount (If Available)
2085 Base HP (Assuming Base is just all Primary Attributes including Auras/Equips) 5390 Max HP 180.01 Curative 226 HP/tick of Regen (308 according to EH Calc) 271 HP/tick of Regen II (369 according to EH Calc)
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Mar 7 2010, 23:19
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20200
Group: Gold Star Club
Posts: 7,687
Joined: 28-May 07

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As we have the formulas, how about you add a calculation of equipment procs to the HV Stat tool. You could add the five Equipment proficiencies to the Equipment tab and have the results displayed in the Additional Info page. Once you figure out the Regen values, I would suggest moving the Regen value display to the 1st additional info tab. To make room, I would move the Avoidance stats to the 2nd tab. (I wouldn't just switch them, I would move the IA upkeep up, then put the Regen values under that.). My reasoning is as follows: The first additional info tab deals with the assorted regeneration stats, and thus the spell Regen is a natural addition. The second additional info page deals with Equipment stuff (mainly interference), so damage avoidance stats are a natural addition. The Shadow Veil tooltip needs to be changed- Here is what I came up with: Input how much Shadow Veil increases your evasion here to see your Physical Avoidance with it active. Modifying your Supportive Proficiency automatically calculates and inputs your value.
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Mar 8 2010, 01:11
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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QUOTE(Boggyb @ Mar 7 2010, 16:19)  As we have the formulas, how about you add a calculation of equipment procs to the HV Stat tool. You could add the five Equipment proficiencies to the Equipment tab and have the results displayed in the Additional Info page. Might as well add a scaling calculator for equip stats, as well. Put in your desired stat or target level and have it spit out the level or stat, also useful for estimating how your equip will grow after some IW. I did some algebra and got those two equations figured out since I didn't want to have to figure out base and then plug that back in and stuff.
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Mar 8 2010, 20:46
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Sonic
Group: Catgirl Camarilla
Posts: 4,686
Joined: 16-November 07

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Could we get done with the Regen stuff first before we even talk about new features? Aside from you guys giving me data contributions, no one has even attempted to solve the regen equation nor has anyone contributed any code. I now have a job that takes up a good amount of my time; I knew this was coming and thus why I made my source code available. I was hopping a few could contribute additional code and/or fixes instead of just saying "We want this". And please don't tell me "We have to buy Visual Studio" because Microsoft has a FREE version of VB.net 2008 which works just fine with this project. I tested it before I released the source code. Also could we PLEASE tone the tooltip corrections down; I appreciate the detail look though but if you look at the last few updates, they have been mostly tooltip corrections. That consumes time that I could be spending on adding features. QUOTE(cmal @ Mar 7 2010, 18:11)  Might as well add a scaling calculator for equip stats, as well. Put in your desired stat or target level and have it spit out the level or stat, also useful for estimating how your equip will grow after some IW. I did some algebra and got those two equations figured out since I didn't want to have to figure out base and then plug that back in and stuff.
Did you plan on sharing the equations? All this is on my todo list. And because I think no one has not even bothered looking at the Regen code...(frmHVStat.vb line 730) CODE ' To quote Tenboro: Okay.. the "Regen" effect has a heal-over-time coefficient of 3.0 (3.6 for Regen II). ' When the spell is cast, a multiplier is also calculated based on /200 your proficiency, which is stored with the effect. ' In the method that updates effect states, this is used to restore hot_coefficient * modifier * (base_health / 100) HP ' on each state update. dblRegenIRate = Math.Ceiling(3.0 * (1 + dblCurativeProf / 200) * (dblHealth / 100)) dblRegenIIRate = Math.Ceiling(3.6 * (1 + dblCurativeProf / 200) * (dblHealth / 100)) ' I'm taking a guess with duration intRegenIDuration = CInt(Math.Round(10 * (1 + dblProficiency(5) / 100), 0, MidpointRounding.AwayFromZero)) intRegenIIDuration = CInt(Math.Round(25 * (1 + dblProficiency(5) / 100), 0, MidpointRounding.AwayFromZero)) dblRegenITotal = dblRegenIRate * intRegenIDuration dblRegenIITotal = dblRegenIIRate * intRegenIIDuration
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Mar 9 2010, 01:21
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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I've got a copy of VS I got from a CS buddy back in school, I'll have to dig it up and learn some VB. Haven't had a chance to look more into Regen, been busy with other things. I'll gather more data and scratch my head over it a little at some point. Equations: CODE stat = (stat_0 * (level + scale_factor)) / (scale_factor + level_0) or CODE level = [(stat * (scale_factor + level_0)) / stat_0] - scale_factor where stat and level are the desired/target values and stat_0/level_0 are the current values. Basically, you could use these to figure out how an over-level piece would scale down or how it would grow in IW without having to calculate the base values. Pretty simple math problem, just nobody's bothered to do it and post about it and not everyone can handle even simple algebra (I knew a guy...).
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Mar 9 2010, 18:10
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Sonic
Group: Catgirl Camarilla
Posts: 4,686
Joined: 16-November 07

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You have a scale_factor listed. How is that determined?
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Mar 10 2010, 00:32
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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QUOTE(Sonic @ Mar 9 2010, 11:10)  You have a scale_factor listed. How is that determined?
mkonji figured almost all of them out and posted them. Its up on the Level Scaling page of the wiki. I think the only one we don't have is proc duration, since it doesn't show decimals. He knows its between a certain range, but its only a guess based on how durations scale for over-level equips. A radio button would probably be needed to switch between the stat groups to set the scale factor.
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Mar 10 2010, 00:40
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20200
Group: Gold Star Club
Posts: 7,687
Joined: 28-May 07

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QUOTE The following are the known level factors for each equipment stat: Attack/Magic Damage Multiplier 100 Attack/Magic Accuracy Bonus 2000 Attack/Magic Critical Bonus 2000 Parry/Block/Resist/Evade Chance 400 Physical/Magical Absorption 20 Physical/Magical Mitigation 400 Specific Mitigations (e.g. Slashing) 400 Magical Proficiency Bonuses 50 Elemental Damage Bonuses 50 Primary Attributes 10 Bleed Damage 12 Burden 800 Interference 800
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Mar 10 2010, 01:03
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Sayo Aisaka
Group: Members
Posts: 4,556
Joined: 27-September 08

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QUOTE(cmal @ Mar 8 2010, 23:21)  Equations: CODE stat = (stat_0 * (level + scale_factor)) / (scale_factor + level_0) or CODE level = [(stat * (scale_factor + level_0)) / stat_0] - scale_factor where stat and level are the desired/target values and stat_0/level_0 are the current values. Using stat_0 for the current value is a little confusing, since you could assume it refers to the "base" value at level 0 (which is what is actually stored for each piece of equipment). I suppose the user wouldn't see that though. **** I've been looking at the numbers for Regen, and they kind of make sense and also kind of don't. I have several values collected at two or three different levels of Curative prof, and using Staffs with various prof bonuses. Now, I can just about fit a straight line to proficiency versus percentage of base HP restored (there's one blip that's probably within rounding error), but the numbers are a bit odd: 2% base amount and a scale factor of 42.25. OK, let's assume those values are correct. The other thing I did was to reduce my effective proficiency by wearing heavy armour with various amounts of interference... and those numbers don't fit. The calculated values are all too low, and the error increases with higher interference. So either I'm missing something, or the numbers it's using for proficiency reduction are not what it says on the equipment screen. Well, maybe someone else can make sense of it.
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