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Thread: Magic Damage Calculator     submit to reddit submit to twitter

  1. #41
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    Quote Originally Posted by Bashfr View Post
    MDB added to backsolver
    Job trait table added to backsolver

    For helix spells : I think i'm good with the formula who posted Meian

    EDIT : Does the dot damage is affected by something ?

    EDIT : Helix added
    helix spells work like this: first you cast them and they do damage like a normal nuke dealing an initial damage (if above poster's experiments hold true, that gives you an even better idea) and inflicting the mob with a "helix" debuff. this helix debuff remembers the initial damage of the spell and roughly every 10s till it wears off, it inflicts the initial damage to the mob again. example
    i cast cryohelix on a mob and do 120 damage. 10s later (can vary, but that's a totally different thread) it will do 120 damage again, then 10s later another 120 damage. this will continue until the helix spell expires, the mob dies, or the effect is removed with erase. so if your helix stuck around for 4 ticks plus the initial nuke, every 10 damage you add to the base nuke adds 50 damage to the spell overall. that's why you're getting several questions regarding it, as tuning that initial nuke ups the overall damage rather significantly.

  2. #42
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    Quote Originally Posted by Spekkio View Post
    helix spells work like this: first you cast them and they do damage like a normal nuke dealing an initial damage (if above poster's experiments hold true, that gives you an even better idea) and inflicting the mob with a "helix" debuff. this helix debuff remembers the initial damage of the spell and roughly every 10s till it wears off, it inflicts the initial damage to the mob again. example
    i cast cryohelix on a mob and do 120 damage. 10s later (can vary, but that's a totally different thread) it will do 120 damage again, then 10s later another 120 damage. this will continue until the helix spell expires, the mob dies, or the effect is removed with erase. so if your helix stuck around for 4 ticks plus the initial nuke, every 10 damage you add to the base nuke adds 50 damage to the spell overall. that's why you're getting several questions regarding it, as tuning that initial nuke ups the overall damage rather significantly.
    Oh ok, I understand better.

    So i can just calcul the initial damage, then write "*initial damage* per tick" ?

  3. #43
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    couple quickie comments more nitpicky than anything.
    1.) weather should read single, not simple (i told you it was nitpicky!)
    2.) since resists aren't gear/mob driven but luck driven, would it be possible and or prudent to drop the "resist" box and instead show the different values for different tiers of resists under total damage? for example if your total damage were 1000 having the bottom line read "1000/500/250/125" or something like that? perhaps that's unnecessary though, as dividing by 2 4 or 8 isn't all that hard to begin with and may just represent unnecessary work.

  4. #44
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    Helix damage fixed

    Quote Originally Posted by Spekkio View Post
    couple quickie comments more nitpicky than anything.
    1.) weather should read single, not simple (i told you it was nitpicky!)
    2.) since resists aren't gear/mob driven but luck driven, would it be possible and or prudent to drop the "resist" box and instead show the different values for different tiers of resists under total damage? for example if your total damage were 1000 having the bottom line read "1000/500/250/125" or something like that? perhaps that's unnecessary though, as dividing by 2 4 or 8 isn't all that hard to begin with and may just represent unnecessary work.
    Single replaced Simple.

    I know what you mean for resist, and you right would be better. I will drop it and display it on result screen.
    EDIT : done

  5. #45
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    Quote Originally Posted by flintyoungblood View Post
    It holds true on repeated tests, the value is 46 as the base damage of all helix spells. treated as a tier 1 spell the formula produced correct predications of damage +/- 1 dmg (rounding in SE's programming can account for this)
    can i see these tests? my friend thinks different:
    http://killingifrit.com/forums/index...owtopic=167595

    basically he had me nuke imps with 110 INT and all my damage matched the current SBC of other spells.

    did they change helix maybe?

    also he was not the only one:
    http://killingifrit.com/forums/index...=120&start=120

  6. #46
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    Maybe add Vidohunir bullet?

  7. #47
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    Seems i won't find an efficient formula for helix spells :/

  8. #48
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    it follows aero I, The SS in the first thread I linked is my proof.

    unless SE changed it in like the last week or something.

  9. #49
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    atm the formula i use is the same as any Tier-1, with 46 base damage

  10. #50
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    yeah I see that, 46 is bliz I , can you look at my SS please QQ

    http://img442.imageshack.us/img442/9...spells2xb6.jpg

    that is one of the pics he took of me casting helix on that imp in comparison of the rest of the level one spells.

    as you see it did 25 damage, like aero I, that is the base of all helix.

    Unless SE changed it rather recently the data is a bit old ><. that is why I wanted to see his proof.

  11. #51
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    Quote Originally Posted by Virtuous Saint View Post
    Maybe add Vidohunir bullet?
    Vidohunir is MDB-10, so a person could (assuming it is programmed to accommodate MDB values less than 1.0) put in "-10" for MDB and it should function properly (or 0 if the mob has 10 native MDB, 2 if it has 12, etc). I still haven't actually tried out the page but I imagine if that doesn't work he'll fix it.

  12. #52
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    I dunno if I'm looking at something wrong or if theres something wrong with the backcalc side

    Killing pet tigers, have 106 int and 40 mab total, with HQ staff, and doing 872 on Aero IV.

    I plug that in and I'm getting 162 int.

    Now am I missing some innate MDB that tigers have? I think they're war, so no class bonuses... I dunno.

    EDIT: nm, I think Noscript was messing things up

  13. #53
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    Quote Originally Posted by Evelyn View Post
    I dunno if I'm looking at something wrong or if theres something wrong with the backcalc side

    Killing pet tigers, have 106 int and 40 mab total, with HQ staff, and doing 872 on Aero IV.

    I plug that in and I'm getting 162 int.

    Now am I missing some innate MDB that tigers have? I think they're war, so no class bonuses... I dunno.
    Did you add Magic Attack Bonus Trait? That part needs to be added manually on the backsolver whereas its a checkmark on the damage solver.

  14. #54
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    It still works if you put a negative value for target MDB.

    Then your MAB is increased; i have to put between parenthesis how many you get more (like how many you lost in case of positive MDB).
    EDIT : done

  15. #55
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    Quote Originally Posted by Bashfr View Post
    Then your MAB is increased; i have to put between parenthesis how many you get more (like how many you lost in case of positive MDB).
    EDIT : done
    I'm confused by what you mean by this. It should just be (100 + (MAB input)) / (100 + (MDB intput)) Or are you saying for however you set up the backsolver?

  16. #56
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    I mean that if MDB is negative, then MAB is increased (division by less than 1).

    As an example, if you have +20 MAB and monster -5 MDB, you get +26~27 MAB.

    Is what i displayed on result page


    EDIT : you may meant about "parenthesis", was just on display, not in the formula

  17. #57
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    I meant the first part, I was just confused by your use of terminology lol I would say that when MDB decreases, damage increases or the "MAB/MDB term" increases, but I would still say that MAB remains the same. You used "MAB" as a synonym for "MAB/MDB term" which was what perplexed me until I realized that's what you meant from your response. lol

  18. #58
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    Oh ok i see lol. And yes, when i'm speaking about "MAB" is the term "MAB/MDB", cause MAB is always punctuated by MDB

  19. #59
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    Ga spells added, with number of targets modifier.

    Back button added to backsolver result page.

  20. #60
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    Quote Originally Posted by Thorby View Post
    yeah I see that, 46 is bliz I , can you look at my SS please QQ

    http://img442.imageshack.us/img442/9...spells2xb6.jpg

    that is one of the pics he took of me casting helix on that imp in comparison of the rest of the level one spells.

    as you see it did 25 damage, like aero I, that is the base of all helix.

    Unless SE changed it rather recently the data is a bit old ><. that is why I wanted to see his proof.
    Thought so, I remember there being a link on KI with info on it but was too lazy to go find it. I can find it again if there is still people saying otherwise (still lazy)

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