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This is an awesome job.
I could not resist and joined jsut to say this.
Amazing work, thanks.
Is there documentation with all the ias and damage formulas?
Not exactly, no, and since I have a few hours to kill I'll write them up.
IAS formula:
(w_base_aps * w_ias + gear_aps) * (1 + gear_ias + buff_ias + other_ias)
w base aps - weapon type base aps
w ias - IAS affix on weapon
gear aps - currently only superior weapons with the Balanced affix, but general APS effects also goes here
gear ias - non-weapon ias on equipment
buff ias - frenzy, frenzy shrine, presumably wotb
other ias - spender bonus, dw bonus and so on
As for the damage formula: I'm not certain what you're looking for exactly, are you looking for DIM's such as Berserker Rage, Insanity, WM Swords, Battle Rage, etc?
Or are you looking for a general weapon range calculation with Strength?
Or are you looking for a huge formula that incorporates it all into actual skill damage? If DIM's are additive (currently presumed to be [by me at least]):
(W_min_dmg + W_max_dmg + Gear_min_dmg + Gear_max_dmg) / 2 * (1 + Strength / 100) * (1 + Current_crit_rate * Crit_Damage_mod) * (1 + BR + BzR + Insanity + etc) * Current_target_DR_debuff * Skill_%_weapon_damage
Or in other words:
avg swing * DI from STR * increased dmg from crits * DIM * check for target debuff * %weapon damage
Thank you.
Can you create an no-excel version? im really lost with that logiciel.
Btw, thx seem to be a great work. (can't use it, but seem great.)
Version 5.3!
- Reduced dmg % included.
- Fixed a missing hook for WMSw in the regular character sheet Damage box (had no impact on the actual combat table calculation).
I'm proud to say that in fact every mechanic I had presumed in the Release Day Mechanics lists turned out to work exactly the same in game!
Version 5.4!
- Blocking information now fully provided!
- Superstition implemented in the resistance tables as well for easy overlooking in the Res-Box.
- Fixed a potential double-dipping of relative EHP.
- Most huge numbers have been reduced to display in thousands rather than in actual size.
- Total Relative Effective Life has been updated to include the outcome of the blocking, which means that it is dependant on the model swing. The model swing is currently set to 170k but you can edit it all you like.
What the last bullet point means is that if you change the model swing, the value of block will fluctuate. When the minimum block value is higher or equal to the incoming swing, block chance is another DR at a 1:1 ratio (40% block = 40% dr), beforehand it is at another ratio depending on what I call the average block-slip, or the damage that on average doesn't get blocked.
Another thing to remember is that if you're looking at items with increased block chance and comparing it to another item without block, the percentage difference that the relative effective life will show you is essentially depending on the model swing, if you increase the model swing the value of the block item will start to diminish. It is up to you to remember this!
this is excellent, thank you
Version 5.4.2!
- Fixed error with average block-slip when maximum block is capped and minimum block isn't (partial overblocking).
Now the spreadsheet treats partial overblocking as a ratio, which should improve the value of DR as you start to overblock at high block rolls (partial overblocking). In scenarios where your max block reduces the incoming swing to zero but your minimum block doesn't, the formula used is as follows:
0,5 * min Slip^2 / d Block
d Block - delta between max and min block of the shield
min Slip - the maximum incoming damage in minimum block cases
Thank you.
Last edited by Superstate; 09-06-2012 at 17:25.
Yeah I had been working on one of these for my HC barb, to show me eh per stat change. But I was having a difficult time coming up with a combat model for block, revenge, overpower. Really want a good calculator if I am to put effort in HC (my barb is hc).
Your calculator is much more polished than mineThough I'll keep mine around for the wiz.
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