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> HV Equip Scaling Calc v1.3.8 (9/28/2011), Screw Excel, I've got Javascript. Now with 100% more tooltips.

 
post May 18 2011, 17:56
Post #81
Sayo Aisaka



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Your calculations are wrong. Those are still 400.

Examples:

Resist: 14.11@222 -> 13.45@193
Piercing: 4.43@251 -> 4.03@193
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post May 18 2011, 19:36
Post #82
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QUOTE(Sayo Aisaka @ May 18 2011, 17:56) *

Your calculations are wrong. Those are still 400.

Examples:

Resist: 14.11@222 -> 13.45@193
Piercing: 4.43@251 -> 4.03@193

You're right.
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post May 25 2011, 23:59
Post #83
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Updated.
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post May 27 2011, 02:05
Post #84
Sayo Aisaka



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I had a minor brainwave. When the PAB scaling factor was changed, we worked out that the new value was 36 (ish). But according to Tenb,

QUOTE
The base scaling modifier was increased, while the level scaling modifier was decreased. The new ones are 0.10 and 1.40 respectively, but I dunno if that means anything for you.


How do we reconcile 1.40 with 36? Well, here's a thought. Suppose the scaling factors are coded relative to level 50? An increase of 1.40 times the base value at level 50 would work out to 1.4/50 = 0.028x per level. Now,

0.028 = 1/35.7 (approx)

...which is pretty close to 1/36 if you ask me. In fact, it gives slightly more accurate results for some of the equipment posted here. It's also consistent with the base factor being exactly 0.1, rather than the number that comes out of the calculator.

Oh, and we also have

QUOTE
The old ones were 0.03 and 5.00, respectively.


That would correspond to a scaling factor of 10 from our point of view. *checks wiki* Yep, that's what we had.

Most[*] of the other scaling factors come out as fairly simple decimals, including that 66 2/3 you didn't like - the true value would be 0.75. Of course, it's a non-integer value however you look at it... but there it is.

* Bleed damage is a bit of a problem. Current estimate of the scaling factor is 12, but that works out to 4.1666... in this new system. I wondered if it was really implemented as 4 (which we would interpret as 12.5), but that doesn't seem to work. The numbers for any one piece of equipment could plausibly fit that value, but different pieces give inconsistent values for the base multiplier. But who knows. No reason why it has to be exactly 4.
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post Jun 13 2011, 21:20
Post #85
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Maybe it is a stupid question but how do I copy all of the text on the equipment popup? When I move the pointer from the object the popup disappear... (IMG:[invalid] style_emoticons/default/blink.gif)
thx
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post Jun 13 2011, 21:32
Post #86
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QUOTE(Dervish @ Jun 14 2011, 03:20) *

Maybe it is a stupid question but how do I copy all of the text on the equipment popup? When I move the pointer from the object the popup disappear... (IMG:[invalid] style_emoticons/default/blink.gif)
thx


You shouldn't ask it here, but this time I will answer your question
Move the pointer over an equipment and then press 'c'. A popup will appear, showing the stats of the equipment.
You can then copy the text.

Next time, please read the 'need help? read this first' thread before asking questions. Thanks (IMG:[invalid] style_emoticons/default/smile.gif)

This post has been edited by varst: Jun 13 2011, 21:33
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post Sep 4 2011, 02:59
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it looks like your calculator is going to have to be adjusted
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post Sep 4 2011, 03:48
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QUOTE(mr daniels @ Sep 3 2011, 20:59) *

it looks like your calculator is going to have to be adjusted

o rly?
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post Sep 5 2011, 05:37
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Rly. I want my BW calculations back. ;p
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post Sep 8 2011, 09:52
Post #90
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Suggested new ways to calculate base stat.

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post Sep 9 2011, 02:08
Post #91
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QUOTE(varst @ Sep 8 2011, 03:52) *

Get more data.
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post Sep 10 2011, 12:20
Post #92
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Raw data you needed.
Not much has changed in scaling factor in fact.

[docs.google.com] https://docs.google.com/spreadsheet/ccc?key...Gc&hl=en_US

Still I would say it's better to go for multiplication instead of division, especially when there are more and more old scaling factors not in integer form.

This post has been edited by varst: Sep 10 2011, 12:55
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post Sep 10 2011, 19:32
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QUOTE(varst @ Sep 10 2011, 06:20) *

Still I would say it's better to go for multiplication instead of division, especially when there are more and more old scaling factors not in integer form.

There are three. There used to be two.
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post Sep 10 2011, 19:47
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QUOTE(cmal @ Sep 11 2011, 01:32) *

There are three. There used to be two.


There are four: weapon damage, magical damage bonus, attack damage bonus, and PAB.
I would say they are important attributes, but I won't be against the original method.
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post Sep 10 2011, 19:53
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QUOTE(varst @ Sep 10 2011, 13:47) *

There are four: weapon damage, magical damage bonus, attack damage bonus, and PAB.
I would say they are important attributes, but I won't be against the original method.

WD and ADB are the same thing.
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post Sep 24 2011, 21:07
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Is the calculator giving out correct base EDB?
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post Sep 24 2011, 23:12
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Item stats are wonky atm.

Superior Phase Cap of Heimdall, pre-patch 0.6.1, 4.08 base EDB
Superior Phase Cap of Heimdall, post-patch 0.6.2, 4.13 base EDB

Haven't seen base values this close before.
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post Sep 24 2011, 23:29
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Scaling factor for EDB didn't change (as proved by varst), so that shouldn't be broken.
Equipment stats did receive some strange bonus though, as briefly discussed here.
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post Sep 27 2011, 23:59
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I've slightly reworked this script of your to work on 6.2 (weapon damage, magic damage bonus, bleed and siphon).
I did it mostly for personal usage, because my javascript skills are close to zero.
But, after using it couple of times, simple thought came to my mind - "maybe others should be able to use it too".
Anyway, it was an hour of work or less, but at least it works.

[www.speedyshare.com] http://www.speedyshare.com/files/30506099/HVEquipCalc.rar

This post has been edited by Byledalej: Sep 28 2011, 00:10
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post Sep 28 2011, 22:54
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I just noticed something (might not be new). It seems that there's an equipment grade bonus added to our base stats. For example, for EDB phase equipment that I have, I got an extra 0.10-0.11 base for crude/fair, extra 0.15 base for average, and extra 0.18 base for fine. Hope this helps.
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