View Full Version : Spike 1.2 - GW damage calculator, now with all weapon mods, skills & source code :)
Urfin
Nov 29, 2005, 12:59 PM
UPDATED: Added skill damage, tidied up damage mods on weapons and added vampiric effect to them. Source code is now availible for download for those OMGKEYLOGGER-paranoid types among you :)
Spike does one thing - it takes your character's, weapon/skill & target stats and calculates how much damage you will do to them. A bit more convenient that an Excel sheet/web form :)
What it does:
Works for any weapon
Correctly calculates reduced gains for attribute levels above 12
Damage & Armor penetration modifiers
Vampiric effect
Adjustable critical hit chance
Actual Min, Max & Critical damages, as well as actual DPS with and without crits.
Skill damage
Ignoring armor for skills It is NOT a scam, virus, keylogger or anything like that, just a damage calc.
Download instructions in the case you're unfamilliar with Rapidshare:
On the page that the link opens up, click the "Free" button, then on the next page wait for about a minute and the script will give you a link "Download: Spike_1.2.rar", click it.
http://rapidshare.de/files/8341201/Spike_1.2.rar.html [220 KB]
Source code (Requires Borland C++ Builder 6 to build):
http://rapidshare.de/files/8341266/Spike_1.2_Source.rar.html [660 KB]
What it does not currently do that it should:
Proper critical hit chance formula - I don't know it, so I had to make it adjustable. The default for equal opponents is rumoured to be 20%. If you know the formula - please contact me and I'll implement it.Feedback is always welcome, so please comment :)
Ollj
Nov 29, 2005, 01:13 PM
can anyone double check this .rar.html file?
Jetdoc
Nov 29, 2005, 01:18 PM
For us non-techincal types, how do we use this? I've downloaded both...
Toll Booth Willie
Nov 29, 2005, 01:21 PM
For us non-techincal types, how do we use this? I've downloaded both...
Trusting, i am never one of the first to download.
He may be a good guy doing a nice thing but I'll let others find out first.
Urfin
Nov 29, 2005, 01:21 PM
You input your char level, target AL, attribute & weapon/skill stats into the text fields, and immediately get real damage in the colored fields :) all input fields have popup hints on them, just hover the mouse over them.
Jetdoc
Nov 29, 2005, 01:24 PM
Really stupid here - WHAT program do I use to open it up?
Urfin
Nov 29, 2005, 01:25 PM
Paranoia is such a nice thing eh :) Just check the source code if you THAT afraid. I would have to be a bloody good programmer to make a text file infect your PC with something.
Sentao Nugra
Nov 29, 2005, 01:26 PM
winrar works for extracting it, then i would assume its a regular .exe
Urfin
Nov 29, 2005, 01:30 PM
Erm, you mean the RAR archive? Use WinRAR (http://www.winrar.com), for one. I tend to forget that the only thing ppl recognize is zip :) I guess I'll go upload zipped versions :/
Jetdoc
Nov 29, 2005, 01:30 PM
Thanks - it works, and is only slowly eating my harddrive. I personally enjoy the Viagra and Cialis popups as well (just kidding)!!!!!
Jetdoc
Nov 29, 2005, 01:31 PM
Proper critical hit chance formula - I don't know it, so I had to make it adjustable. The default for equal opponents is rumoured to be 20%. If you know the formula - please contact me and I'll implement it. Feedback is always welcome, so please comment :)
This is the only thing that needs to be adjusted - I've tried it with a few combos, and it appears to be working properly. Very nice tool!!!!
Jetdoc
Nov 29, 2005, 01:33 PM
By the way, how does the "skill damage" work? Is it in addition to the base damage?
I always thought that if you used a skill, the armor penetration bonus you get from Strength will apply not only to the skill damage but also to the base damage as well...
Sentao Nugra
Nov 29, 2005, 01:33 PM
one question:
i looked at the source and remember the critical hit % chance to be 2*(att calculation) not 2^(att calculation). i just wanted to check and make sure that is right
i may be wrong, just wanted to check
EffMin = Min * (1+(DamMod/100)) * pow(2, ((5 * Attrib - 60) / 40));
EffMax = Max * (1+(DamMod/100)) * pow(2, ((5 * Attrib - 60) / 40));
EffCrit = Max * (1+(DamMod/100)) * pow(2, ((5 * Attrib - 40) / 40));
Jetdoc
Nov 29, 2005, 01:39 PM
If the code is right (and I'm right about strength above), an interesting tidbit is that, using a max axe you will increase your DPS by 1 for every 5 attribute point in strength (when facing an opponent with 100 AL). I hadn't seen that calculated by that before.
Urfin
Nov 29, 2005, 01:40 PM
All right, zipped versions for the technically challenged :D
Spike 1.2:
http://rapidshare.de/files/8343231/Spike_1.2.zip.html [275 KB]
Spike 1.2 source code:
http://rapidshare.de/files/8343319/Spike_1.2_Source.zip.html [967 KB]
Jetdoc, the problem is I can't find the formula anywhere, and testing to reverse-engineer it would be quite time-consuming :) The 20% chance for equal opponents feels right from my limited experience (I'm just a week into the game :) ).
Sentao Nugra
Nov 29, 2005, 01:50 PM
looks great to me, and as far as i can see there is no keylogger in the c++. next thing you might want to do is add a buffers list for checks (judges insight, conjures, etc)
p.s. one of the mods should move this to the community tools forum
Urfin
Nov 29, 2005, 01:50 PM
Sentao Nugra, crit basically lowers the target's AL by 20, which is what the formula does, hence -40 instead of -60. And there is no critical hit chance calculation in my proggie at all, since the formula is unknown. You just set the percentage of critical hits you want, and I do:
WeightedDamage = NormalDamage * (100% - CritChance) + CritDamage * CritChance
Being the lazy bastard that I am, I was primarily using these 2 excellent sources of info on the game's mechanics, so if the calc is wrong, blame them unless I got a bug :):
http://www.guildwarsguru.com/content/game-mechanics-id674.php
http://www.guildwiki.org/wiki/Damage
Urfin
Nov 29, 2005, 02:04 PM
Most of the tricky skills can be done with the proggie already, actually.
I.e. for Judge's Insight you would just add another 20% to the armor penetration the weapon with a chance of 100%.
For Conjure Flame, I'm not quite sure actually whether to calc the bonus fire damage off attribute, or off character level. That is, I'm not sure if the bonus damage is actually skill or weapon damage, and whether it's added to th base damage of the weapon and therefore goes into the calcs, or just flat on top of the result, like vampiric.
Off the top of my head, the only thing is can't readily do is Flurry, which theoretically gives about 12% more DPS than normal attacks, but in my experience, that REALLY disagrees with reality - I do less damage over time with it than without it, it seems. But I'm not exceptionally lucky, and it's only 5 attacks with a sword/axe, so I'm not sure about it.
Alias_X
Nov 29, 2005, 04:26 PM
Hey Urfin, do you play EvE? Just wondering because your avatar looks like it is from eve, maybe not though.
Eonwe
Nov 29, 2005, 04:28 PM
http://www.guildwarsguru.com/calculators/guru_armor.php
Tactical-Dillusions
Nov 29, 2005, 05:22 PM
Rapidshare has to be one of the most shitty hosts on the WWW.
Please, for the love of God, don't let rapidshare become synonymous with these boards.
There are too many hosts for me to list here.
None of them that i know of, require you to nearly format your drive and wipe the existence of rapidshare from your PC just to download something. /sarcasm
-Good day :)
Urfin
Nov 30, 2005, 02:41 AM
Eonwe, and your point is?
Tactical, yes, Rapidshare is scary, but it works, and contrary to popular belief it only requires you to press 1 button and wait for 1 minute before downloading :). If it mutilated your HDD - well, maybe your PC is a hidden masochist or something :). If you don't like it that much, suggest something else.
Alias_X, yes, I play EVE since release and that is indeed my spiffeh face there.
And crap oh crap I forgot to add the penetration bonus from strength :( There's way too much penetratin' going on in this game methinks.
Sentao Nugra
Dec 02, 2005, 01:59 PM
by adding 5 more text entry points (2 for duration (durMin, durMax), 2 for damage (damMin, damMax), 1 for attribute (attP)), you can also add in a skill calculator.
exDam = (((damMax-damMin)/15)*attP);
exDur = (((durMax-durMin)/15)*attP);
effDam += exDam;
simplified damage calc for eviscerate for 16 att points:
(do regular attack damage check first)
exDam = (((40-1)/15)*16); or 41.6 damage
exDur = (((20-5)/15)*16); or 21s for deep wound
will just take a little minor tweaking to add certain things like this into the program and make it a full calculator (w/o a keylog for once)
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