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#1 |
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Rapture
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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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#2 |
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Sachdev
Join Date: Jan 2007
Location: UK - London
Posts: 2,344
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Not a mage, how do we determine the mob's INT?
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#3 |
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Rapture
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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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#4 |
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E. Body
Join Date: Mar 2006
Posts: 2,311
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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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#5 |
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Puppetmaster
Join Date: Jul 2008
Posts: 55
FFXI Server: Asura
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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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#6 |
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Banned.
![]() Join Date: Oct 2008
Location: Chair
Posts: 552
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pretty cool tool, a backsolver would be really handy
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#7 |
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Rapture
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Hum ok, i know what do you guys mean.
I'm working on a backsolver atm. |
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#8 |
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Starcade
Join Date: Jun 2008
Posts: 4
FFXI Server: Ragnarok
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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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#9 |
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Banned.
![]() Join Date: Jun 2007
Posts: 2,126
FFXI Server: Quetzalcoatl
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#10 | |
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Rapture
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Quote:
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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#11 |
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Sea Torques
Join Date: Dec 2005
Posts: 663
FFXI Server: Valefor
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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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#12 |
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Rapture
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#14 |
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Sea Torques
Join Date: Dec 2005
Posts: 663
FFXI Server: Valefor
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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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#15 |
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Rapture
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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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#16 |
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E. Body
Join Date: Mar 2006
Posts: 2,311
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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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#17 | |
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Rapture
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Quote:
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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#18 |
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Nidhogg
Join Date: Jan 2006
Posts: 3,734
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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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#19 |
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Hydra
Join Date: Nov 2007
Posts: 100
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Need to add Obi's to the day/weather bonus.
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#20 |
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Rapture
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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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#21 |
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CoP Dynamis
Join Date: Jun 2007
Location: Bristol, UK
Posts: 252
FFXI Server: Midgardsormr
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Backsolver worked perfectly xD
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#22 |
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CoP Dynamis
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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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#23 |
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Nidhogg
Join Date: Jan 2006
Posts: 3,734
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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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#24 |
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E. Body
Join Date: Mar 2006
Posts: 2,311
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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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#25 |
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Hydra
Join Date: Jul 2008
Posts: 107
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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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#26 | |
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Rapture
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Quote:
+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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#27 |
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Nidhogg
Join Date: Jan 2006
Posts: 3,734
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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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#28 |
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Rapture
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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 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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#29 | |
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Sea Torques
Join Date: Dec 2005
Posts: 663
FFXI Server: Valefor
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Quote:
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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#30 |
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Rapture
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Oh is like Bio ?
If i find more info about helix spells, i could add them. |
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| calculator, damage, magic |
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