https://tomeblog.com/metra been working on a tool that lets you compare dps in different scenarios what it does - toggle individual buffs on and off - element modifier toggles — set bosses weak or strong to each element and see how it shifts rankings - knockback modelling — needs work and feedback - multi-target mode — see how aoe changes things - a bunch of other random stuff proposal builder this is the part i think could be useful for balance discussions. you can create a "proposal" — like "buff brandish from 260% to 280%" the tool simulates the before/after across every class and tier. it generates a comparison table you can copy as bbcode and paste straight into a forum thread. you can also share proposals via url so other people can see your exact scenario. caveats - mage gear templates are estimated (no spreadsheet source for those) so the absolute numbers might be off, but relative comparisons within mages should be fine - kb model needs tuning for channeled skills — take those numbers with a grain of salt - all gear templates need manual review and changes - the numbers this produces shouldn't be trusted as they're probably wrong all the formulas are documented and the source is open if anyone wants to poke at the numbers. happy to take feedback on anything that looks off. check it out contribute and view source on github if you want to reach out directly message me on discord (furbycollector)
Would recommend just adding an int/tma input for that (and auto suggesting int if left blank, probably like 70% of tma). Also, keep in mind tma is capped at 2k so any tma above that does nothing for mages. Also, your gear setups (mainly on perfect tier) seem all over the place and I definitely don't think reflect actual gear people would have/not representative of actual perfect gear. I'd recommend taking another look and manually fixing them. Yeah, but also that value can be gained with 0 actual investment into a bishop, which is kind of a problem.
appreciate the feedback. i'm quite out of the loop, which is why i raised the thread. please suggest rough values if you can, trying to tune them myself probably won't get a good result. better mage controls are in the works
Sure, I can raise a pull request but want to know your "perfect" methodology since it doesn't even seem to include auf helm. Personally for a perfect tier I'd include ever piece of gear that can be WS'd, to be the max value possible. Gear with CSing options would be a bit more of a judgment call but I'd aim for something I think is reasonable within the "WS everything" framework. Untradables would likely be max on manistat, a couple off on others. Does that sound appropriate for perfect tier? If so I can put something together. Do I need to manually update totalWeaponAttack/gearStats fields? Is it populated from a build step? It should be able to be calculated from the rest (gearBreakdown/mwLevel/attackPotion/baseStats) so not sure what it's used for.
i don't have a methodology beyond trying to put transparent tooling in front of players i agree with that though, "perfect" implies white scrolling and the CSing and untradeable concessions are excellent a build step is another excellent idea thanks, adding to roadmap
Submitted a PR, here's what I assumed for it for anyone who wants to nitpick my work: Gear breakdown: Weapon: perf ele staff 5/6/7 (although there's an argument to use 8 on I/L), with full ws 10% (+3 int +5 ma/ea) Shield: perf maple shield (not maple magician, which is 8 tma higher). Helmet: standard perf auf helm. Overall: 64 int blue czar (perfect). 14 int clean, 10x ws 10% at +5 int/ea Earring: Perf 7 int 8 ma Element Pierce, 7x ws 10% at +3 int +5 ma/ea Eye: Racoon mask, 7x 30% or ws 10% at +2 int +1 ma/ea Face: perfect 11 int maple leaf, 7x ws 10% at +2 int +1 ma/ea Pendant: perf clean htp (no chaosing) Belt: perfect 8 int VL belt, plus soul (+8 ma), plus 4x ws 60% at +2 int/ea Medal: Lv 200 medal Ring1: Perf 8 int krex ring, 2x ws 10% at +3 int/ea Ring2: Wedding ring, 30%, CS +5, WS 10% at +3 int Ring3: Perf 7 int clean Ifia, 1x ws 10% at +3 int Ring4: Miwok Cape: 10 int crimsonheart, 8x ws 10% at +3 int/ea Shoe: chaosed lapiz sandals Glove: 14 MA clean flamekeeper cordon, 5x ws 10% at +3 int +3 ma/ea
Cool tool! Few questions tho: 1) How do you determine the gear list for each tier for the corresponding classes? I did a quick lookup in the .json files, and they look quite concerning: The shadower-perfect setup uses a 22LUK/55DEX/22STR helmet and a 48 WA shield. The corsair-perfect setup uses a 31DEX/50STR helmet, a 119 WA gun, and a 75DEX/13STR top (overall). These don’t seem like reasonable builds. On top of that, I think once you move down to mid or low-tier gearing, you have to consider secondary stat requirements. For example, a DRK can allocate all gear stats into STR, but NL and Shadower have to invest more into their secondary stats. For that reason, classifying and comparing gearing tiers across different classes is probably much more complex than it appears. 2) Is the damage % formula correct? I checked the charts below the Rankings tab: Cannon damage is supposed to be 380% but the website says 456% Rapid Fire damage is supposed to be 200% but the website says 240% I didn't dig in too deep to check on all the classes/gears, but it seems like this tool is still far from reflecting the real game. Would be interested to see how it turned out tho. Good work!
thanks for the feedback! i agree the gear templates are wacky, and need work. suggesting specific changes to gear will make the tool representative of the game faster than saying they're bad (i know but it will take me a while to update them properly) the skill %s are reflective of bullseye which is 1.2x multiplier - i'll make a note to make that more clear thank you
I'm not an expert in gear builds for every class (and it's probably hard to find someone to have that kind of knowledge too) I would suggest making another thread to gather build data for each class from players. For example: How would you gear up a Hero if you have 100b/200b/300b/400b of fund? The numbers are just an example, but you can set the value for each tier at ur standard.
not asking you to be an expert mate, just if stuff looks wrong to you say what would be better. from your profile it seems like you could suggest some good edits for corsair!
Bullseye should be applied after as a modifier (similar to zerk or elemental damage) as otherwise you're changing how SE affects sair
The actual damage formula is: (skill_percent + crit_percent) * bullseye = skill_percent * bullseye + crit_percent * bullseye, with just adjusting the skill percent like you did, you end up with skill_percent * bullseye + crit_percent, which means the effect of crits is being understated.
I’d be glad to help with Sair gears. However, if we’re comparing across classes, there should be a standardized guideline for each tier. That’s why I suggested evaluating tiers based on funding level instead. Otherwise, Player A’s Low/Mid/High/Perfect tiers could look completely different from Player B’s, making the comparison inconsistent. Bullseye seems correctly displayed if he included it in the formula. no crit: 380%*1.2=456% crit: (380%+140%)*1.2 = 624%
Perfect tier should definitely be easiest for this. Here's my guidance: And here's my mage results: I'd say high should be perf weapon/no auf/ maybe 50 cgs? Around that level of gearing? Lv200 stats. Not sure on untradables or other slots though. Low can be 35 cgs, 1b weapon? Lv 135 stats? If anyone has suggestions or additions on these tier breakdowns please chime in!