Got more suggestions/feedback for you after playing around with the tool. For build: Spoiler: Build suggetions Perf AP Warrior/Bucc: 999str 23dex Archer/Sair: 999dex 23str Mage: 999int 23luk Thief: 997luk 25dexPerf gears General: Helm: 87 stats auf Overall: Warrior 64str 12dex Archer 64dex 12str Thief 64luk 10dex Bucc 63str 13dex Sair 63dex 13strEarring: primary:28 secondary:7 Eye: 20str for str classes; 20dex for dex class; 18luk 8str for thief Face: 25primary stat Belt: 10wa 5stats Pendant: 8wa 11stats Medal: 3wa Ring1: vday 3stats 1wa Ring2: ifia primary:10 secondary:7 Ring3: krex primary:14 secondary:8 Ring4: none-thief:miwok 8str8dex; thief: wedding 9luk Shoulder: 3statsCGS: 70 (24/24/22) Weapon: (speed included) Hero Dragon claymore (6) 150wa 21str Stonetooth (5) 146wa 21str Redner (5) 142wa 21str Dragon battle axe (6) 152wa 21strPaladin Dragon claymore (6) 150wa 21str Stonetooth (5) 146wa 21str Crushed skull (6) 160wa 21str + Crossheider 30wa 31strDark knight Sky ski (6) 139wa 21str Maple pyrope spear (6) 136wa 30str Purple surfboard (5) 144wa 21strBowmaster Dragon shiner bow (6) 145wa 7dex Crimson arclancer (5) 145wa 15dexMarksman Dragon shiner cross (6) 148wa 7dexNightlord Dragon purple sleeve (4) 95wa 20lukShadower Dragon kanzir (4) 145wa 21luk + Dragon khanjar 43wa 8luk 14strBuccaneer Dragon slash claw (5) 123wa 21strCorsair Dragon revolver (5) 123wa 7dexPerf projectile: Bullet:24wa Star:32wa Quiver:12waPerf potion 140waHigh gear Helmet: Warriors: can use ppq hat (around 30str 14dex) if not using stonetooth Common build for drk: str scrolled auf (around 40str) pair with pyrope spear for accuracyFace Clean shiny nose easily obtainable (5stats)Pendant Non-thief usually starts looting for mons (5wa 6stats)Ring Ring1: vday ring easily obtainable (3stats 1wa) For skills: - Bstep is 4 target not 6. - Chain lighting has decayed damage for every target chain. - Assuming 80% efficiency for sair and 100% efficiency for drk doesn't seem quite realistic. It really depends on the player. Maybe add a skill efficiency scrollbar for cannon/rapidfire and crusher(zerked)/crusher(normal). - Archers have passive wa from Bow Expert (10wa) and Marksman Boost (15wa). This part could be confusing when users key in wa themselves. Maybe specify that it's already included in the calc. - Prob also need Piercing Arrow, Bstep+bot, Barrage+ds, Torpedo (without egg), and Flamethrower+Ice splitter (with EB30+capsules, without egg) for AOE comparison. For general: - Since Assassinate is bugged in-game. Maybe add a disclaimer to prevent someone falsely quoting the page for balance discussions. - Maybe add party dps compare tab to demonstrate buff contribution (such as se and si) towards the party. People often think it's not worth to bring an archer if there is no NL in the party because they could always just bring another funded attacker instead. But I think this is an oversight on how SE can boost up the overall party dps even unfunded, especially when there were already multiple strong attackers in the party. It would be helpful to have a tool to demonstrate the added value from SE, and hopefully give archers more love or deserved balance adjustments. You could achieve it by doing something like: - select classes for the party, select gear tiers or input ranges for each member, buff check boxes - display dps of each member, and display dps gain from SE/SI for each member. - display the overall dmg increase from SE for none archer classes. - display the overall dmg increase from SI for none bucc classes. Edit: added perf pendant and medal. accidentally left those out.
added a bunch of stuff, centralised on @PinaColadaPirate's perfect tier as the default (most objective imo) added a new graph, shows all tiers as lines, looks better imo, shows interesting stuff like paladin's limp perfect tier vs holy weak due to cap: mages banished to shadow realm, viewable with all skills toggle (i wanna make more display options, they'll be back without the other stuff), all is super bloated scrapped proposal page, skills now editable in main dashboard with 'edit' toggle, graphs live update fixed bstep, chain lightning lots of skills need adding that i don't have timings for, anyone know a good source? added and moved disclaimers added the efficiency bars great feedback @PinaColadaPirate, u are awesome lots still missing
A few more things to point out. For gears: - I forgot to mention pendants and medals in the previous post. I went back and edited it in the original post with the corrected items. They should all be using perf mon not htp, and 3wa medals. - Your code used spear formula/skill for Purple surfboard (PA), and 2hBW formula for Crushed skull (1hBW). They should use the correct formula/skill for the corresponding category. Also for the side note: All of the weapons I listed in the previous post were considered the endgame setup for the coresponding weapon category. It's probably better to show every type of weapon in separate categories since they are all equally important. Weapon of choice is really a preference thing. (Some ppl like to be less relient on SI so they go for faster speed weapons, some like to go against the meta and do Axe/BW/PA builds) For skills: - For skill attack speeds you can look up this site (https://ayumilovemaple.wordpress.com/2009/09/06/maplestory-attack-speed-reference/) For graphs: - Your graphs seemed very out of scale since they are using your custom tier assumptions on the x-axis. The space between each tier does not represent the real range difference. A better plotting method that will show Cap effect more clearly is to use the exact range for the x-axis. You should check out how this thread owner plot his graphs (https://royals.ms/forum/threads/dps-charts.124709/). I believe he imported the public ranges from the Damage Range Thread as data points and plotted the theoretical DPS accordingly. If plotted correctly the graph should end up more linear until the skill combo starts hitting cap. In contrast, your plot right now seems more exponential which donest really make sense.
the feedback says the graph should be "more linear" and the exponential shape "doesn't make sense," but it does. dps is roughly linear with damage range, because damage range is calculated from gear, and dps is calculated from damage range. gear is the input and damage is the output. damage range is an arbitrary mid point. so if you put range on the x-axis, yeah, you get a straight line. but that doesn't really tell you anything and in fact hides gear which has to be baked in regardless. on top of that, potions jump between tiers, stoppers (+60) at low/mid, apple (+100) at high, naricain (+140) at perfect. so the gaps between tiers aren't even close to equal in stat terms. the more useful question for balance is how classes scale with gear, and that scaling IS non-linear. stat and watk multiply together in the damage formula, so gains in both compound on each other.