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Old 10-13-2008, 08:23 AM   #1
Bashfr
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Default Magic Damage Calculator

Hello

I'm actually trying to build a tool to calculate magic damages.

That's an experimental application, but we have tested it with my HLS and it seems to work well.

Missing some options, like spell-ga or mob's weak.

If you find any problems, you can report it by answering on that topic. I will check and fix them.


Magic Damage Calculator
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Old 10-13-2008, 08:31 AM   #2
The Stig
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Not a mage, how do we determine the mob's INT?
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Old 10-13-2008, 08:39 AM   #3
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You have to see mob's lvl and job, you can't know exactly.
For example, VT ebony pudding (BLM lvl 80) is 102~ INT

That's a factor in the equation I don't like, but must consider it. Result stay efficient by put it approximately.
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Old 10-13-2008, 08:45 AM   #4
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might be a nice toy to add a backsolver for mob int if you put in experimental damage (IE i hit the mob with thunder 4, my stats are these, and this is my damage.)
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Old 10-13-2008, 10:10 AM   #5
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And use it to deduce the int of mob per level and, in fine, to add a structure of entering the mob and approx level to calculate the damage
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Old 10-13-2008, 10:13 AM   #6
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pretty cool tool, a backsolver would be really handy
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Old 10-13-2008, 11:21 AM   #7
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Hum ok, i know what do you guys mean.

I'm working on a backsolver atm.
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Old 10-13-2008, 11:29 AM   #8
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It's a pity the back button on the result page doesn't refill the form information so you have to reenter it.
Using the browser back button (in chrome) I have to click the spell tier again for the calculation to work.

Otherwise nice work!
Maybe you could show the form and the result on the same page? No need to navigate back to the form then to test a new calculation.

Last edited by PetriW; 10-13-2008 at 11:32 AM.
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Old 10-13-2008, 11:49 AM   #9
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Quote:
Originally Posted by Bashfr View Post
You have to see mob's lvl and job, you can't know exactly.
For example, VT ebony pudding (BLM lvl 80) is 102~ INT
Yes you can know exactly what their INT is by nuking them and calcuating the INT corresponding to the damage.

No ebony puddings have exactly 89 INT.
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Old 10-13-2008, 11:58 AM   #10
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Quote:
Originally Posted by PetriW View Post
Maybe you could show the form and the result on the same page? No need to navigate back to the form then to test a new calculation.
I'm working on opening the result in a popup, then you keep what you do before.
EDIT : done

pchan => yes i'm working on a backsolver. And thanks for ebony pudding's INT, thought it was 102

Last edited by Bashfr; 10-13-2008 at 12:15 PM.
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Old 10-13-2008, 12:51 PM   #11
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I know it's easy to look up, but could you put the respective levels each MAB trait is reached for BLM and RDM? I'm pumped for the backsolver!

Last edited by Kriz; 10-13-2008 at 12:53 PM.
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Old 10-13-2008, 01:01 PM   #12
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Quote:
Originally Posted by Kriz View Post
I know it's easy to look up, but could you put the respective levels each MAB trait is reached for BLM and RDM? I'm pumped for the backsolver!
Done
You right, was a good idea.
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Old 10-13-2008, 02:47 PM   #13
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There is a stand-alone exe posted here but I think yours is a nice job too.
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Old 10-13-2008, 03:05 PM   #14
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I love having a web-based version. Means I can seamlessly use on my Mac or just putzting elsewhere without downloading an EXE.

Along the lines of putting the job MAB, I'd like to see the Mob Family / Buff side have the multipliers listed.
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Old 10-13-2008, 03:56 PM   #15
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Backsolver is done.

Tested it, it seems to work.

If you find any problems, please report it
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Old 10-13-2008, 03:59 PM   #16
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now the next step is to let players supply you with mobname, location, etc, for the backsolver and make a table of all the values with a select box for pre-determined numbers as well as creating a results table listing the different damages you will do for each level of the mob!
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Old 10-13-2008, 04:02 PM   #17
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Quote:
Originally Posted by Spekkio View Post
now the next step is to let players supply you with mobname, location, etc, for the backsolver and make a table of all the values with a select box for pre-determined numbers as well as creating a results table listing the different damages you will do for each level of the mob!

Sounds strong lol
Problem is that if there is any people who tell me wrong information, a table won't works as well...

I have to add -ga spells already, considering number of mobs

Last edited by Bashfr; 10-13-2008 at 04:07 PM.
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Old 10-13-2008, 04:17 PM   #18
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This seems like a nice utility for people to familiarize themselves with magic damage formula. I just want to point out a few things. For one, you have 1/16 listed as a possible resist. Of course it doesn't hurt to have it in there, but it is not actually a possible value (this is a relic from the original foundation of the calculating magic damage pages that wasn't checked until somewhat recently).

Second, you have no input for mob MDB, although any mob which is classified as RDM (such as worms, colibri, magic pots) will have it, as will any WHM mobs. You may want to have a bullet for common MDB (10, 12, 14, 16) and then an "other" to allow people to input MDB. You may also want an "other" input for TMDA (X/256) as well and a numeric input option for total base damage, so that people can use this utility not just for checking the damage they would do to a mob, but also for the damage they might take from one. (As an example, Bahamut's Gigaflare is 1.5*dINT + 1316, and he has 115 INT and 12 MAB, so this could also be used by tanks to test their prospective magic reduction builds.)

Lastly, I haven't played around with it to see which source you used, but for the MB gear/AM2 bonus, the formulation on BG-Wiki is the correct one, and not the one on ffxiclopedia.
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Old 10-13-2008, 04:17 PM   #19
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Need to add Obi's to the day/weather bonus.
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Old 10-13-2008, 04:43 PM   #20
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Suiram :
I'll look for all you said, thanks.
Reguarding the MB bonus, the formula is exactly the same on BG and wikia :s

Theenabler :
This option will be add
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Old 10-13-2008, 04:47 PM   #21
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Backsolver worked perfectly xD
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Old 10-13-2008, 04:50 PM   #22
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I was testing the Burst2 damage at about 122 INT vs 55-85 INT and it said the normal DMG was about 750-850.. is Burst2 really that low?
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Old 10-13-2008, 04:55 PM   #23
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The BG-wiki version totals all the MB bonus and then applies it in the same term, the other version applies them individually as their own terms.

@Ryuushin, the base damage is that low, but remember with all your other bonuses you are more than doubling it.
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Old 10-13-2008, 04:58 PM   #24
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this is actually pretty cool the way we're bouncing back and forth ideas and having them implemented. wish most product development were this simple and efficient!
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Old 10-13-2008, 06:47 PM   #25
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Think you could add helix helix dmg as well on there? Otherwise thanks for the very useful tool =D
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Old 10-14-2008, 01:35 AM   #26
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Quote:
Originally Posted by Suiram View Post
The BG-wiki version totals all the MB bonus and then applies it in the same term, the other version applies them individually as their own terms.
Oh ok, i know what you mean. Then i have a question, BG says :
+0.03 when a level 2 Ancient Magic II spell is used in a magic burst.
+0.06 when a level 3 Ancient Magic II spell is used in a magic burst.

So, lvl 1 AM is +0% ? And what about lvl 4 and 5 ? Keep +9% and +12% ?

Last edited by Bashfr; 10-14-2008 at 04:56 AM.
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Old 10-14-2008, 01:50 AM   #27
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Correct for upgrade 1. Upgrades 4 and 5 are almost certainly as you said, based on the description in the merit points menu, it's just not actually been verified for those.
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Old 10-14-2008, 04:55 AM   #28
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Magic burst fixed, "Obi" option added to day/weather

MDB added, with I to IV job traits and adjustable value. Tested, seems to work. Please check it


Quote:
Originally Posted by astura View Post
Think you could add helix helix dmg as well on there?
Helix dmg is a constant (100 HP per tick of 7~9 sec), don't think is really needed ^^

Last edited by Bashfr; 10-14-2008 at 05:57 AM.
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Old 10-14-2008, 06:09 AM   #29
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Quote:
Originally Posted by Bashfr View Post
Helix dmg is a constant (100 HP per tick of 7~9 sec), don't think is really needed ^^
You've misread the BGwiki. Helix initial damage varies (and then once landed is constant DOT) just like nukes and is dependent on MAB, INT, day/weather, and skill/accuracy to land.

It's been a while and I haven't found a page with solid info for each Helix, I have SCH75 should take it for a spin...
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Old 10-14-2008, 06:16 AM   #30
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Oh is like Bio ?

If i find more info about helix spells, i could add them.
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