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WayOfTime
2009-12-01, 08:38 PM
The maple world is in great peril from the forces of evil, and no one is there to stop it... Long ago, the Black Magician invaded the world, trying to capture it, or destroy it, but was thrawt by Five Legendary Heroes... With the heroes gone, and the black magician returning, there is no hope left for the Maple World...or is there?

Enter the Aran!

The Aran is one of the five heroes who faught the Black Magician, and was encased in ice. Years later, the Arans finally come back on the island of Rienne, which is eternally in winter because of the curse. Woken by a pale girl, the Aran tries to gain back his power, and his memories.

You are the Aran. The Aran is unique in the sence that they use polearms and attack really fast. Sorry, that is not unique, you say? What about the fact that they use a new combo system that improves their power? Yes.

The Aran class was developed in KMS and was recently released in MSEA. On december the 9th, the class will be debued in GMS.

I created this calculator because I first wanted to see for myself how the Aran would compare to other classes. Once I started this little project, though, I felt like I needed to show everybody how well they could do also. While not exactly powerful on singular hits, they are great mobbers in the sense that they can hit about 12 monsters at a time. They also do not get all of their attacks right away, but have to do quests to get the skills.

Here are the two versions: Vista Version (http://www.mediafire.com/?tn4hfmeyikq)
97-03 Version (http://www.mediafire.com/?zxz4zmktzyn)
Vista Version (http://www.mediafire.com/?m1dhzzgmmga)
97-03 Version (http://www.mediafire.com/?0i2yanmyeam)

The first of these removes some "unneeded things" like Average HKO, chance of 1hko, and exp/shot just to name a few. It also removes the potion icons and just leaves an area to enter your potion's attack. The second one still has these parts to them, and is a bit more tidy looking (in my own eyes). Both of them have a new "HP and MP" area where you enter your HP and MP to check how much HP you can have after washing. It won't say how many times you need to get hit before dieing, but whatever! For the DWC version it is under the main information, and for v4.2b it is under the "Damage Recieved" area where the image used to be. Also, I combined PA combo and Critical count, but forgot to remove critical count, so ignore that.


V4.0 (http://www.mediafire.com/?zmtttzy5tn2)
V3.8 (http://www.mediafire.com/?uazijhnnzoh)
V3.5 (http://www.mediafire.com/?mhmhyzwxmzt)
V3.6 (Now with SE!) (http://www.mediafire.com/?2zknlnoooyj)
V3.7 Devil-Will-Cry (http://www.mediafire.com/?eoaljmmgfnd)

You will need Microsoft Excel (Vista) for these links.

V4.0 (http://www.mediafire.com/?heyndy2ewmm)
V3.8 (http://www.mediafire.com/?wwnmhy4dv1w)
V3.5 (http://www.mediafire.com/?5rj4mmmdyum)
V3.6 (Now with SE!) (http://www.mediafire.com/?2n2zmmwjjtt)
V3.7 Devil-Will-Cry (http://www.mediafire.com/?zlmtnnzdnzj)


For Excel 97-2003


By using many threads and information within the forums and sub-forums, I managed to compile enough data to have detailed skills.

Offensive skills:Normal Attack, Double Attack, Triple Attack, Final Charge, Combo Smash, Combo Peril, Toss, Final Blow, Combo Tempest.

Defensive skills:High Defence, Combo Barrier(EZ shield).

Supportive skills:Combo Ability, Booster, Mastery, Full Swing, Critical Combo, Smart KB, Snow Charge, Over Swing, Aggresion, SE (V3.6+)



Player Stats Panel

Add in your STR, DEX, and ATK here to calculate your damage. Also add in all of the passive and supportive skills here.

Ticking MW brings up a new range of cells next to STR and DEX where you add in your base stats and equip stats. Shows also your level and your accuracy.

Ticking Combo adds all of the damage together in a combo and places it at the end of the chain for those skills. (Ex. Normal+DA+TA, and the final damage will be in the TA, Normal+DA will show in the DA, and just normal will be in normal.)

Monster Stats

Shows the monster selected in a drop down list's stats to be used in your damage, as well as the number of mobs.

Skill Level
Set the skill level for each of your attack skills.

Max Critical / Min Critical / Max / Min
These values represent your damage range, and should reflect the damage you experience ingame. For mob skills, damage ranges for individual hits will be multiplied up to reflect the damage delivered to the whole mob. Also, for the more mobs hit, the damage per hit will lower, but the total damage will increase.

Exp Damage Without Critical (Devil-Will-Cry versions only)
This value is the damage done to the monster if you take critical out of the equation entirely. Will show without crit even with buffs on.

Exp Damage Critical Alone (Devil-Will-Cry versions only)
This value is the damage done with critical alone, factoring in: the damage done by a critical, and the critical chance of the critical, adding together into one number.

Exp Damage per Shot
When the Combo tab is checked, it will show the damage when you complete a combo. When unchecked, it will show the damage for that particular skill.

Damage per second
Shows the damage that you exhibit per second with that particular skill. When the Combo tab is checked, it will show the damage when you complete a combo. When unchecked, it will show the DPS for that particular skill.

Average HKO
This is the number of shots, on average, required to kill a monster of this type.

HKO Range
This is the fewest and most shots it should take to kill a monster of this type.

Chance of 1HKO
This is the percentage chance of killing the monster with one shot, or combo.

Chance of KB
This is the percentage chance of the skill causing the monster to be knocked back. This decreases with Smart Knockback.

Mesos per Shot
This uses the mesos and monster piece value on the table on the second tab. This factors in combo and a drop rate of 65%, and also the mp cost of the skill.

Exp per Shot
Average amount of experience you recieve during a combo.

Damage Recieved

This table factors in all stats (including INT and LUK) to calculate the damage recieved by a monster's magic and physical attacks.


This sheet also has enclosed a Monster Table and a table with all of the relevent skills.




You will notice that when you raise the Mob number, your damage per hit lowers. All of this can be explained here. (http://www.southperry.net/forums/showthread.php?t=15602) Basically, to make sure Arans are not over-powered, when you have more mobs, you do less damage per monster, but more over-all.

If you have any sudjestions, feel free to tell me.


Special thanks to:
-Fiel, for this great site and the tables
-Spadow for his amazing picture featured in my calculator
-Sybaris of the IronArrows guild of Bera for the calculator I used as a template
-...All of you guys for being freaking amazing with all of the support.

UPDATE: I have fixed the bug with the damage recieved in the .xls format. You now are able to see the numbers. I also modified the MIN damage since Devil pointed out I was just down-right wrong! =P

UPDATE for V3.8: I have updated this because of three reasons: There was not enough room to put all of your STR and DEX in (New max is 1500), when looking at the Monster Table, the monster you are currently on will be high-lighted, and critical combo was "out of whack". I changed critical combo so that it would stack 10 times and give 6% chance and 10% damage each time, because, apparently, we may have been wrong before. Now, better than ever, V3.8 has fixed these problems and per-peeves and is one step closer to perfection! Well done guys!

Updated my V3.8 files to include a Boss Flag on boss monsters, meaning that Smart KB will not work on those that were flagged.


Final note: I locked the cells so that you may change the numbers for damage, but are not able to steal it! Be warned! :wink:

finalbragade
2009-12-01, 08:53 PM
Not bad... not bad at all

Sn1perJohnE
2009-12-01, 08:56 PM
Why does it seem calcs like this always seem to be restricted to Excell documents? a-@

Just seems like it would be more usefull if used in a more open format that doesnt require another program to use. Like a java app or something.

Idk, this is mainly ranting for annoying (to myself at least) trends that never seem to die.

Jon
2009-12-01, 09:18 PM
Looks great! ^^

WayOfTime
2009-12-02, 05:36 AM
Thank you very much, guys. The only reason I have it in excel is because I am only compitent in that format. If I learn java script, or something like that, I can upload it in that program.

Devil
2009-12-02, 06:26 AM
Dude, this kicks ass!:redface:

Only a request, can you add 2 things:
- Average damage per second with avg critical chance (just max + min damage / 2, calculating in critical chance)
- Sharp Eyes option

DrRusty
2009-12-02, 07:21 AM
It looks much simpler to use than the excel documents I'm used to, but wow it sure does look good lol.

Rob
2009-12-02, 07:39 AM
It looks pretty neat and organized. I'm definitely using that for my aran.

WayOfTime
2009-12-02, 04:55 PM
Dude, this kicks ass!:redface:

Only a request, can you add 2 things:
- Average damage per second with avg critical chance (just max + min damage / 2, calculating in critical chance)
- Sharp Eyes option

Lets see:
-When you say average damage per second with avg critical chance, do you want me to show the damage of a singular strike of a normal attack? Or do you mean the damage per second of a skill, breaking down the damage per monster in a mob? If something else, please explain.
-A Sharp Eyes option Seems good. I can get on that as soon as possible.

I am happy that you guys are giving as much support as you are right now. I would just like to point out that Tempest only hits boss monsters for the damage shown; on normal mobs it freezes them and any attack will then 1HKO them.

Edit: So, yeah, if you mean damage per second of a skill, that can easily be changed. Maybe I can insert a row under the attacks per minute and above the total damage per second. I'll cook something up if that is what you mean.

|80 per min|
|SINGLE MONSTER|
|MOB TOTAL .|
|______________|

Takebacker
2009-12-02, 05:00 PM
Tempest only hits boss monsters for the damage shown; on normal mobs it freezes them and any attack will then 1HKO them.

Does it hit each boss for the damage % * number of combos gained (in all cases, 4) or is it just the damage %?

If the former, tempest is immensely useful. If the latter, it's useless.

WayOfTime
2009-12-02, 05:18 PM
Does it hit each boss for the damage % * number of combos gained (in all cases, 4) or is it just the damage %?

If the former, tempest is immensely useful. If the latter, it's useless.
I am entirely possitive that it is the former. For that long of a casting time for just 1500% would be horrible, and considering that it takes 200 combo for this move. In my calculator, I put it as 4 hits.


Edit: Finished adding in SE. Would you like me to add them now, or should I wait a week? =P

Side note: I will make you able to expand the width of the columns in my next update, because I realize that the damage is a little too high to fit in the later levels/higher mobs.

Devil
2009-12-02, 07:03 PM
When you say average damage per second with avg critical chance, do you want me to show the damage of a singular strike of a normal attack? Or do you mean the damage per second of a skill, breaking down the damage per monster in a mob? If something else, please explain.Uhm let's see... how should this be done... :P

Well, first of all, I meant an extra row under the 4 rows of max / min damages from the skills.

About the avg damage calculations, you'll need to split the:
- Clean normal (non critical) average damage
- Clean critical average damage (the clean critical extra damage, not the total combined damage with criticals like you have now in 2 rows).

Since criticals don't happens 100% of the time and at a fixed ratio with Arans, you'll need to make the clean ciritcal extra added average damage dependant on:
- SE yes/no (+0% or +15% chance)
- Combo counter (+0% / +10% / +20% / +30% / +40% / +50% / +60% chance)
And all make that into an average calculation (for example, max SE + max Combo = Clean critical -average- damage is multiplied by 0.75 since it "only" happens 75% of the time).

Then add the "normal average" and "clean critical average" damage together for the final average damage.

I hope you get what I mean. :)

WayOfTime
2009-12-02, 07:13 PM
Uhm let's see... how should this be done... :P

Well, first of all, I meant an extra row under the 4 rows of max / min damages from the skills.

About the avg damage calculations, you'll need to split the:
- Clean normal (non critical) average damage
- Clean critical average damage (the clean critical extra damage, not the total combined damage with criticals like you have now in 2 rows).

Since criticals don't happens 100% of the time and at a fixed ratio with Arans, you'll need to make the clean ciritcal extra added average damage dependant on:
- SE yes/no (+0% or +15% chance)
- Combo counter (+0% / +10% / +20% / +30% / +40% / +50% / +60% chance)
And all make that into an average calculation (for example, max SE + max Combo = Clean critical -average- damage is multiplied by 0.75 since it "only" happens 75% of the time).

Then add the "normal average" and "clean critical average" damage together for the final average damage.

I hope you get what I mean. :)

I think I get what you mean. Make a new section under MIN where it shows (PER HIT) the damage without criticals, and the damage added purely by critical (PER HIT). Right?

Well, if I make that, it will have to be an option, since maybe not everyone would like it. But, very good sudjestion!

Devil
2009-12-02, 07:21 PM
I think I get what you mean. Make a new section under MIN where it shows (PER HIT) the damage without criticals, and the damage added purely by critical (PER HIT). Right?Well if you want to make it easy for yourself, make 3 new rows:
- Average non critical damage (easy: row3 + row4 /2)
- Average (only) extra added critical damage (based on the rate of criticals happening because of the non-fixed critical chance rate > see previous post)
- Combined normal + critical average damage

If you want you could hide these first two rows, but that would make things more complicated while you're working on it.

I can't help you with the average critical formula since you locked everything... xD

WayOfTime
2009-12-02, 07:38 PM
Well if you want to make it easy for yourself, make 3 new rows:
- Average non critical damage (easy: row3 + row4 /2)
- Average (only) extra added critical damage (based on the rate of criticals happening because of the non-fixed critical chance rate > see previous post)
- Combined normal + critical average damage

If you want you could hide these first two rows, but that would make things more complicated while you're working on it.

I can't help you with the average critical formula since you locked everything... xD

Well, that seems like 2 new rows:
-Average non-critical, yes, it would be =(Min+Max)/2
-Then this one would be (Min+Max)/2*(Critical_value-1)*Critical_chance.
-Third is already displayed in Exp damage per shot.

Seems do-able, not too complicated, and I can complete it in a day or two.

And, yes, that is why I lock everything =P

Devil
2009-12-02, 07:50 PM
Well, that seems like 2 new rows:
-Average non-critical, yes, it would be =(Min+Max)/2
-Then this one would be (Min+Max)/2*(Critical_value-1)*Critical_chance.
-Third is already displayed in Exp damage per shot.

Seems do-able, not too complicated, and I can complete it in a day or two.

And, yes, that is why I lock everything =PWait, Exp damage per shot / second is already average damage? What does Exp mean then? :)

WayOfTime
2009-12-02, 08:00 PM
Wait, Exp damage per shot / second is already average damage? What does Exp mean then? :)

Expected? =)

Also, what would you say to a Black (white font) and a grey (White font)?

Russt
2009-12-02, 08:42 PM
Why does it seem calcs like this always seem to be restricted to Excell documents? a-@

Just seems like it would be more usefull if used in a more open format that doesnt require another program to use. Like a java app or something.

Idk, this is mainly ranting for annoying (to myself at least) trends that never seem to die.
Java apps do need another program to use, namely Java. :f3:

I guess spreadsheet calculators are popular because they're relatively easy to make and structure.

Devil
2009-12-03, 07:57 AM
I'll post this in a new post, since you might miss it when I just edit old posts:

I think there something wrong with your mastery calculation, Arans always swing with their polearms, they never stab, right?
So your minimum damage from the damage range should be calculated just MaxDamageRange*(0.6+high mastery value, like 0.3, with maxed high mastery)*0.9. Or I'm I wrong on that one? :)

The minimum value of the (base) damage ranges isn't right. With maxed high mastery, An Aran should have a (base) range of (for example) 9187~11343, not 5638~11343. Maple may display this, but unlike DK's, Aran polearms always swing afaik, so the minimum value you use to calculate minimum damage isn't correct... :)

WayOfTime
2009-12-03, 02:43 PM
I'll post this in a new post, since you might miss it when I just edit old posts:

I think there something wrong with your mastery calculation, Arans always swing with their polearms, they never stab, right?
So your minimum damage from the damage range should be calculated just MaxDamageRange*(0.6+high mastery value, like 0.3, with maxed high mastery)*0.9. Or I'm I wrong on that one? :)

The minimum value of the (base) damage ranges isn't right. With maxed high mastery, An Aran should have a (base) range of (for example) 9187~11343, not 5638~11343. Maple may display this, but unlike DK's, Aran polearms always swing afaik, so the minimum value you use to calculate minimum damage isn't correct... :)

I thought that the damage range WAS a multiple of 3.0 anyways for minimum instead of 5.0. If it is always 5.0 for swinging, this will change the numbers DRASTICALLY. If so, I will change my calculator accordingly.

Anyways, I finished the modifications you asked for. I think you may like the name of it.

Aran Calculator V3.7 Devil-Will-Cry (http://www.mediafire.com/?5norkkjwzji) (Vista)

Aran Calculator V3.7 Devil-Will-Cry (http://www.mediafire.com/?hzizm0mym1k)(Excel 93-2003)

Devil
2009-12-03, 03:53 PM
I thought that the damage range WAS a multiple of 3.0 anyways for minimum instead of 5.0. If it is always 5.0 for swinging, this will change the numbers DRASTICALLY. If so, I will change my calculator accordingly.

Anyways, I finished the modifications you asked for. I think you may like the name of it.

Aran Calculator V3.7 Devil-Will-Cry (http://www.mediafire.com/?5norkkjwzji) (Vista)

Aran Calculator V3.7 Devil-Will-Cry (http://www.mediafire.com/?hzizm0mym1k)(Excel 93-2003)Hehe, nice name indeed! :P

Hmmm yeah, now only the minimum mastery. That will raise the numbers a little bit much. xD

P.S. Sharp Eyes -really- buffs up Arans a LOT, just wow... :shine:

strobli
2009-12-03, 04:24 PM
It's very good although I would suggest crediting Sybaris for taking the layout and monster list from her (http://ironarrows.com/wp/?page_id=41). I give you full credit for the formulas though, very well done.

rainbowBean
2009-12-03, 06:22 PM
what does "M. Piece val" means in the monster database inside the excel spreadsheet?

WayOfTime
2009-12-03, 07:56 PM
It's very good although I would suggest crediting Sybaris for taking the layout and monster list from her (http://ironarrows.com/wp/?page_id=41). I give you full credit for the formulas though, very well done.
I originally have, ans fully asked her for permission. The problem is that once I started asking serious questions about the sheet, she sort of shut me down. I will find a place to put it in the credits, though.

The M. Piece val is the cost of the monster piece that is dropped when you sell it to an NPC.

Changed the MIN damage and gave credit where credit's due. I also corrected the format glitch for the Physical damage below level60 in the earlier versions of excel (97-03). All Calculators were given these updates.

strobli
2009-12-03, 08:37 PM
I originally have, ans fully asked her for permission. The problem is that once I started asking serious questions about the sheet, she sort of shut me down. I will find a place to put it in the credits, though.

Alright I was just wondering. I wasn't trying insult you or anything I was just wondering why your calculator looked so much like like hers and there were no credits or thanks anywhere in it. It's all good if you have her permission to use the layout. Of course we're both familiar with it because we're both Bowman... but anyway great calculator. I'll use this as well come December 9th.

On a side note I was just wondering if you knew whether Sybaris had any plans to continue her calculator? Because if she isn't I was thinking of making an updated one myself.

WayOfTime
2009-12-03, 08:49 PM
Alright I was just wondering. I wasn't trying insult you or anything I was just wondering why your calculator looked so much like like hers and there were no credits or thanks anywhere in it. It's all good if you have her permission to use the layout. Of course we're both familiar with it because we're both Bowman... but anyway great calculator. I'll use this as well come December 9th.

On a side note I was just wondering if you knew whether Sybaris had any plans to continue her calculator? Because if she isn't I was thinking of making an updated one myself.

I, myself, have no idea. Her most recent update, I gather, was the "what-damage-each-hit-in-a-mob" addition. Maybe you can update it, but you may need to ask her.

And no offence taken.

Cancambo
2009-12-03, 08:50 PM
Something doesn't seem right. I know I can hit more than what is displaying. i.e. this says that in 1 hit for the triple swing in overswing my maximum critical is ~19k. I know I can at least hit 29.5k (to chief oblivion guardians). I checked the damage range, and it matches up (without snow charge).
http://i46.tinypic.com/29opleb.png

EDIT: I noticed I forgot to check the combo count. Still didn't do much though.
http://i50.tinypic.com/wsp6c8.png

strobli
2009-12-03, 08:55 PM
I, myself, have no idea. Her most recent update, I gather, was the "what-damage-each-hit-in-a-mob" addition. Maybe you can update it, but you may need to ask her.

And no offence taken.

Yes and that update was a while ago and is outdated anyway what with Arrow Bomb doing 120% on every hit now. And I wasn't going to take hers and update it but make an entirely new one that's like a spiritual successor. But alas these things are for another thread.

WayOfTime
2009-12-03, 09:01 PM
Something doesn't seem right. I know I can hit more than what is displaying. i.e. this says that in 1 hit for the triple swing in overswing my maximum critical is ~19k. I know I can at least hit 29.5k (to chief oblivion guardians). I checked the damage range, and it matches up (without snow charge).
http://i46.tinypic.com/29opleb.png

EDIT: I noticed I forgot to check the combo count. Still didn't do much though.
http://i50.tinypic.com/wsp6c8.png

There are TWO possibilities:
1. There is something totally wrong with the calculations. But I do not think so, so there may be other factors.
2. Is this with or without SE you are talking about? Because I see in your picture that SE is not checked.

Also, both of them your PA combo is unchecked, which can lead to a miniscule difference.

Edit: didnt see the edit.

Cancambo
2009-12-03, 09:03 PM
There are TWO possibilities:
1. There is something totally wrong with the calculations. But I do not think so, so there may be other factors.
2. Is this with or without SE you are talking about? Because I see in your picture that SE is not checked.

Also, both of them your PA combo is unchecked, which can lead to a miniscule difference.

It is meant to be without SE. In the second picture, I checked PA combo count.

WayOfTime
2009-12-03, 09:05 PM
It is without SE since I rarely ever get SE and I don't remember what the max I got with SE was. In the second picture, I checked PA combo count.

FOUND THE POSSIBILITY!

See above Pole-arm Toss? Check that box and that will be the damage done when the monster is thrown in the air and you hit it!

Cancambo
2009-12-03, 09:07 PM
FOUND THE POSSIBILITY!

See above Pole-arm Toss? Check that box and that will be the damage done when the monster is thrown in the air and you hit it!

I can do that damage with them on the ground. I rarely even use toss anymore.

Look, if my max attack at 100 combo (using snow charge) is 7366, then I can theoretical max of 29,464 if the monster has 0 DEF. Overswing level 30 has triple swing dealing 240% x 2, and you add +160% to that for critical. So with a critical, one hit in triple swing can hit 400%. 400% of 7366 is 29,464 which is close to numbers I remember seeing while training.

WayOfTime
2009-12-03, 09:14 PM
I can do that damage with them on the ground. I rarely even use toss anymore.

With a hand-held it seems to work...Something is up!

Maybe the Aran criticals are not like archer criticals, where they add the percentage...Is it possible it is multipative? Instead of (skill_max)+(Max*critical_val) is it (skill_max)*critical_val?

Or, scratching that, maybe it is 1+(skill percentage) like 1+60%

Changed my calculator temporatily on my end: is this what you see?

http://i45.tinypic.com/106kqk3.png

Cancambo
2009-12-03, 09:20 PM
With a hand-held it seems to work...Something is up!

Maybe the Aran criticals are not like archer criticals, where they add the percentage...Is it possible it is multipative? Instead of (skill_max)+(Max*critical_val) is it (skill_max)*critical_val?

Or, scratching that, maybe it is 1+(skill percentage) like 1+60%

At critical count 1 it is +110%, at critical count 2 it is +120% all the way to critical count 6 which is +160%. You put in +10%, +20%. . .+60%. You forgot that combo critical has a base addition of 100% and for every ten combos it adds an additional 10% which can stack 6 times.

WayOfTime
2009-12-03, 09:23 PM
At critical count 1 it is +110%, at critical count 2 it is +120% all the way to critical count 6 which is +160%. You put in +10%, +20%. . .+60%. You forgot that combo critical has a base addition of 100% and for every ten combos it adds an additional 10% which can stack 6 times.

Yes, I did forget. So the image above is what you usually see whilst training?

Cancambo
2009-12-03, 09:29 PM
Yes, I did forget. So the image above is what you usually see whilst training?

I am 99.9% certain I have seen a high 28 ~ low 29 at least.

EDIT: I just noticed my defense on a chief oblivion guardian was wrong for some reason. Barely changes anything though.

I have a question, did you make it so combo and attack pots stack? It isn't like energy charge where it just adds the difference between your attack pot and energy's added attack. (As in, if you are using a 12 attack potion, energy charge adds you 8 more and that is it.) Critical stacks. So if you were using a 12 attack potion, and you had 100 combo, you'd get a total of +22 attack. I'd go in game and get 100 combo to test, but I am not in the mood to walk to skelegons/ToT. That could be a reason your numbers are lower than what I saw.

WayOfTime
2009-12-03, 09:37 PM
I am 99.9% certain I have seen a high 28 ~ low 29 at least.
Hmmm... All I can say is that this is a BIT problematic. I am fairly certain that you added all things like Blessing of the Sprite and all that trash, so I am not sure where you recieved those highER numbers... Unfortunately, I can not work on it any longer tonight since I need to go to bed before my physics test tomorrow.

I see a 29.4k on a green snail, but I don't think the little guy would make it that far.

Let me know if you guys find anything else. I will be working on this tomorrow.

And yes, they stack.

Cancambo
2009-12-03, 10:47 PM
I'll just leave this here:
http://i49.tinypic.com/124datd.png

WayOfTime
2009-12-04, 05:25 AM
I'll just leave this here:
http://i49.tinypic.com/124datd.png
Even ignoring defence I do not think that they normally hit that high... 6696*4*1.1=29462.4, so maybe it is not my calculator, but maybe the skill data is wrong... If the attack was 280%, it would hit those numbers. Or if snowcharge gave 120%, which it doesn't. Or even an extra *1.1.

This is REALLY odd.

Oh, and Devil, looking at the attack range I think the coefficient of the minumum is still 3, not 5.

Cancambo
2009-12-04, 08:21 AM
Even ignoring defence I do not think that they normally hit that high... 6696*4*1.1=29462.4, so maybe it is not my calculator, but maybe the skill data is wrong... If the attack was 280%, it would hit those numbers. Or if snowcharge gave 120%, which it doesn't. Or even an extra *1.1.

This is REALLY odd.

Oh, and Devil, looking at the attack range I think the coefficient of the minumum is still 3, not 5.

It could be that critical is able to stack 10 times and get to +200%. Test that. It is more likely than than overswing's damage being wrong because I don't see a problem with overwing's damage in the calculator for non-critical hits.

Devil
2009-12-04, 09:13 AM
Oh, and Devil, looking at the attack range I think the coefficient of the minumum is still 3, not 5.Yes, maple shows it, but that's not applied in-game for Arans.

What that attack range shows is Maple's implementations of the DK attack range, no matter if its a Polearm DK or Spear DK. Actually Maple has to show 2 ranges for DK's, but since there isn't room, it just shows both.

Assuming it's still basic 60% mastery (no High Mastery from 4th job):
3142~5818 -> For stabbing with a Polearm (DK style) <= This isn't correct for Arans, since they can't stab their polearm. Still it shows up.
3615~6696 -> For swinging with a Polearm (DK style) <= Aran's should display this value in stats...

At this moment, Arans attack range would show the attack range as 3142~6696, while it should show 3615~6696 with 60% mastery.

Assuming 4th job's High Mastery is maxed (90%):
4712~5818 -> For stabbing with a Polearm (DK style) <= This isn't correct for Arans, since they can't stab their polearm. Still it shows up.
5423~6696 -> For swinging with a Polearm (DK style) <= Aran's should display this value in stats...

At this moment, Arans attack range would show the attack range as 4712~6696, while it should show 5423~6696 with 90% mastery.

It's just a "bug", I'm surprised this still hasn't been fixed by Nexon... shouldn't be too hard... o.0

Get it? :P

WayOfTime
2009-12-04, 02:27 PM
Yes, maple shows it, but that's not applied in-game for Arans.

What that attack range shows is Maple's implementations of the DK attack range, no matter if its a Polearm DK or Spear DK. Actually Maple has to show 2 ranges for DK's, but since there isn't room, it just shows both.

Assuming it's still basic 60% mastery (no High Mastery from 4th job):
3142~5818 -> For stabbing with a Polearm (DK style) <= This isn't correct for Arans, since they can't stab their polearm. Still it shows up.
3615~6696 -> For swinging with a Polearm (DK style) <= Aran's should display this value in stats...

At this moment, Arans attack range would show the attack range as 3142~6696, while it should show 3615~6696 with 60% mastery.

Assuming 4th job's High Mastery is maxed (90%):
4712~5818 -> For stabbing with a Polearm (DK style) <= This isn't correct for Arans, since they can't stab their polearm. Still it shows up.
5423~6696 -> For swinging with a Polearm (DK style) <= Aran's should display this value in stats...

At this moment, Arans attack range would show the attack range as 4712~6696, while it should show 5423~6696 with 90% mastery.

It's just a "bug", I'm surprised this still hasn't been fixed by Nexon... shouldn't be too hard... o.0

Get it? :P

Yeah, you are right.

On the fact with Matt, we need someone to dig into the files again for MSEA with the Critical skill. Is it possible that someone, like Fiel, can do that to confirm this?

Tada? http://i49.tinypic.com/21cruoh.png

Edit: Just had a chat with Fiel. It was quite interesting:

...Anyway, straight from the data:



skill.21110000.level.20.x 10
skill.21110000.level.20.damage 10
skill.21110000.level.20.y 6


I assumed that y = number of times stacked. It's entirely plausible that x is times stacked and y is probability and I just flipped them on accident. So yeah... stacking 10 times is a very real possibility.

This apparently means that it is possible that critical at max: stacks 10 times, does 10% damage each stacking, and 6% chance each stacking. So instead of +160% damage with a 60% chance, it is +200% damage with a 60% chance. I will update my calculator accordingly and only post it when Fiel confirms this.

Cancambo
2009-12-04, 10:08 PM
Yeah, you are right.

On the fact with Matt, we need someone to dig into the files again for MSEA with the Critical skill. Is it possible that someone, like Fiel, can do that to confirm this?

Tada? http://i49.tinypic.com/21cruoh.png

Edit: Just had a chat with Fiel. It was quite interesting:


This apparently means that it is possible that critical at max: stacks 10 times, does 10% damage each stacking, and 6% chance each stacking. So instead of +160% damage with a 60% chance, it is +200% damage with a 60% chance. I will update my calculator accordingly and only post it when Fiel confirms this.

Hasn't Fiel done the most he can do to confirm it at the moment? He has to guess which one it is, but only one of them allow me to the damage I can do. The most likely scenario is that it is +200%.

Takebacker
2009-12-04, 10:12 PM
I don't think fiel has to confirm anything. People have said tons of times that the crit damage is +160% maxed out. *-*

Cancambo
2009-12-04, 10:15 PM
I don't think fiel has to confirm anything. People have said tons of times that the crit damage is +160% maxed out. *-*

But that doesn't work. I posted a SS of me doing more damage than +160% from critical would let me!

EDIT: With a mac range of 6778, snow charge, and over 100 combo I hit a 20k touch damage to a skelegon. If criticals were 100% I could have only hit ~19k to a monster with 0 DEF. Since something in the calculations is probably incorrect, it makes the most sense that it is critical. And also, the only people that have said it is +160% haven't had experience on a real Aran,they are just basing it off on Fiel's best guess on which was x an which was y.

Also look at the Google translation of the skill, it makes enough sense to me. The last part says that it stacks up to 10 times. This is for level 20 combo critical.

10% critical damage, increase the probability of 6% each for up to 10 times

Original Korean text: 크리티컬 데미지 10%, 확률 6%씩 최대 10회 증가

WayOfTime
2009-12-05, 06:08 AM
But that doesn't work. I posted a SS of me doing more damage than +160% from critical would let me!

EDIT: With a mac range of 6778, snow charge, and over 100 combo I hit a 20k touch damage to a skelegon. If criticals were 100% I could have only hit ~19k to a monster with 0 DEF. Since something in the calculations is probably incorrect, it makes the most sense that it is critical. And also, the only people that have said it is +160% haven't had experience on a real Aran,they are just basing it off on Fiel's best guess on which was x an which was y.

Also look at the Google translation of the skill, it makes enough sense to me. The last part says that it stacks up to 10 times. This is for level 20 combo critical.


Original Korean text: 크리티컬 데미지 10%, 확률 6%씩 최대 10회 증가
That is all the confirmation I need, then. I will upload the two calculators shortly.

Edit: Once again, guys, you have been a real help. Here are the two calculators:
Vista (http://www.mediafire.com/?zhtjn4ifwm5)
97-03 (http://www.mediafire.com/?jy2mhwxzkya)

Check the Edits for V3.8 on the first page for full details.

KaidaTan
2009-12-05, 01:25 PM
This looks almost exactly like Sybaris' Archer calculator. Are you Sybaris?

WayOfTime
2009-12-05, 01:30 PM
This looks almost exactly like Sybaris' Archer calculator. Are you Sybaris?

No, but I did ask her permission to use her calculator as a template. Since her cells are locked, though, I used my own formulae. I also added other features, so there are diversities.

KaidaTan
2009-12-05, 01:38 PM
No, but I did ask her permission to use her calculator as a template. Since her cells are locked, though, I used my own formulae. I also added other features, so there are diversities.
I'm pretty sure her whole calculator is locked with no password. Same with mine. Yours is the only one I know of that has a password. Why? It's not like any of the calculations and formulae weren't taken from other people's testing to begin with.

WayOfTime
2009-12-05, 03:14 PM
I'm pretty sure her whole calculator is locked with no password. Same with mine. Yours is the only one I know of that has a password. Why? It's not like any of the calculations and formulae weren't taken from other people's testing to begin with.

Well, sorry to say it is. And I don't know fully why I decided to lock it...I just have a fear of some person stealing it and branding it as their own. Some of the things I placed in here feel like personal battles that I managed to accomplish and prevail over, because it takes a while to find the exact way to put them. If some people absolutely wanted to see an un-locked version, I may do so, but for accademic purposes only.

You may see me as someone big-headed and who has stolen a very good idea, but I would say you are wrong. And I feel like my achievement is being underminded to a degree. I feel hurt...:f4:

Cancambo
2009-12-05, 06:26 PM
It would be cool if you could add in boss flags or a reminder that smart KB does not apply to bosses. I think a lot of people still don't know that smart KB doesn't work with bosses.

WayOfTime
2009-12-05, 08:17 PM
It would be cool if you could add in boss flags or a reminder that smart KB does not apply to bosses. I think a lot of people still don't know that smart KB doesn't work with bosses.

Nice sudjestion. I did not think of that. I will do both! =)

Updated my V3.8 files to include a Boss Flag on boss monsters, meaning that Smart KB will not work on them.

Here are the links:
Vista Version (http://www.mediafire.com/?tdonmqzzrmn)
97-03 Version (http://www.mediafire.com/?dyjm0zkzmei)

If you have any other sudjestions, feel free to ask.


By the way: Sorry if this sounds impertinent, but how does one get their thread to qualify to be stickied? Do they need to have their thread absolutely necessary to the community, or something along those lines?

KaidaTan
2009-12-07, 12:57 AM
Issues:

Aren't the rows "Average HKO" and "HKO Range" worthless because you can't just spam skills such as Double Swing and Combo Peril?
Your "Chance of OHKO" is wrong because you didn't factor in the Law of Large Numbers for any of Aran's 2-hit skills. Also, the "Chance of OHKO" isn't helpful if you can't even do that attack first on a monster. For example, you'd have to do regular attack and Double Swing before you can even do Triple Swing -- at which point your chance to OHKO is irrelevant. Also, Double Swing shows 100% chance to OHKO regardless of monster HP.
Your list of choosable attack potions, while pretty looking, are somewhat annoying if you want to use a potion not on the list. Witch Brew and Naricain Elixers come to mind. I'd say it's easier on everyone, especially for future planning, if you do away with it entirely and let the person enter in their own attack pot.
Do you honestly think anyone gets use out of the "meso/shot" and "exp/shot"? Especially since it suffers from the same non-spammability issue mentioned above. I'd just get rid of it.
Your DPS (labeled "Exp Damage per Second") doesn't make sense. You don't spam regular attack, double swing, or triple swing, so those are invalid. Better to have just one big box cover all 3 cells that expects you to spam all 3 skills. Then, for skills like Final Blow, assume that the person does Final Blow after every Double -> Triple, since that's obviously not spammable either.

Also, didn't you say you put a password on it? I was able to unlock it without a password. So unless OpenOffice can just hack documents, you forgot to password your stuff.

I really need to steal Excel. I hate having to view good spreadsheets made in Excel with OpenOffice because they look like garbage.

WayOfTime
2009-12-07, 05:25 AM
Issues:

Aren't the rows "Average HKO" and "HKO Range" worthless because you can't just spam skills such as Double Swing and Combo Peril?I guess for this it might seem useless, but it just shows how many attacks of that type you would need to kill the monster. Basically, it is just some eye-candy in this case and eliminates the need to add it in later when someone asks.
Your "Chance of OHKO" is wrong because you didn't factor in the Law of Large Numbers for any of Aran's 2-hit skills. Also, the "Chance of OHKO" isn't helpful if you can't even do that attack first on a monster. For example, you'd have to do regular attack and Double Swing before you can even do Triple Swing -- at which point your chance to OHKO is irrelevant. Also, Double Swing shows 100% chance to OHKO regardless of monster HP.I'll see what I did wrong on the LLN. And on the fact of DS, I have had that issue for a while, but have not been able to find a way to solve it effectively.
Your list of choosable attack potions, while pretty looking, are somewhat annoying if you want to use a potion not on the list. Witch Brew and Naricain Elixers come to mind. I'd say it's easier on everyone, especially for future planning, if you do away with it entirely and let the person enter in their own attack pot. That may be the best way... I'll just remove the images, and the buttons, and put the -add potion- at the side somewhere. It may be an option, though.
Do you honestly think anyone gets use out of the "meso/shot" and "exp/shot"? Especially since it suffers from the same non-spammability issue mentioned above. I'd just get rid of it. Well, it just shows how much meso/exp you would earn for that particular attack.
Your DPS (labeled "Exp Damage per Second") doesn't make sense. You don't spam regular attack, double swing, or triple swing, so those are invalid. Better to have just one big box cover all 3 cells that expects you to spam all 3 skills. Then, for skills like Final Blow, assume that the person does Final Blow after every Double -> Triple, since that's obviously not spammable either.As mentioned above, this would show the damage per second of that skill, so it would help in choosing which skill to use after another. You can say that is obvious (Final Blow), but it would be the difference between finishing the monster, or pushing them away for another monster.

Also, didn't you say you put a password on it? I was able to unlock it without a password. So unless OpenOffice can just hack documents, you forgot to password your stuff. Does OO have a password protection thing in its files and abilities? That is really disconserting in the fact that it does not recognize a "secure file."

I really need to steal Excel. I hate having to view good spreadsheets made in Excel with OpenOffice because they look like garbage. May I ask what this sheet looks like in OO? It might persuade me to make an OO exclusive sheet.

(Attempted) answers in bold.

KaidaTan
2009-12-07, 07:12 AM
I guess for this it might seem useless, but it just shows how many attacks of that type you would need to kill the monster. Basically, it is just some eye-candy in this case and eliminates the need to add it in later when someone asks.
Why would anyone ask for something useless? Maybe consider which rows are good for Aran instead of insisting on keeping every row Sybaris had in his calc for whatever reason.


Well, it just shows how much meso/exp you would earn for that particular attack.
Yes. I'm aware of that. That's what it says it is. I'm asking if you think anyone gets any use out of it. Would you (or anyone for that matter. Speak up if you would) actually use this to find out how many mesos you're theoretically making/losing? It's not really applicable for Aran since they're constantly hitting a different number of monsters and using different skills. I'm not trying to be mean, I just want to help you get rid of some of the things on it that might not have any use for anyone so that it looks better.


As mentioned above, this would show the damage per second of that skill, so it would help in choosing which skill to use after another. You can say that is obvious (Final Blow), but it would be the difference between finishing the monster, or pushing them away for another monster.
Yeah, reiteration. But wouldn't you use the "Exp Total Damage" for this as opposed to the DPS? I don't know about you, but when I think DPS, I think damage to a single monster over time. I don't see how that could possibly be used to figure out which attack to use next.


Does OO have a password protection thing in its files and abilities? That is really disconserting in the fact that it does not recognize a "secure file."
Yeah it does. You can password protect the document, but you don't have to put in a password. Your document was locked when I got it; it just didn't have a password. So either you didn't put in a password, or OpenOffice doesn't think any excel documents have passwords. So I have all your formulae now. I'm gonna put my name on it and post it in some KMS forum and tell everyone how dumb you are now. Then it's world domination time, baby.


May I ask what this sheet looks like in OO? It might persuade me to make an OO exclusive sheet.
http://img34.imageshack.us/img34/8347/lookatthis.png

Ugly, ain't it? I can't even see a lot of it. I have to click on the box in question and look at what it says on top.

EDIT: Oh, what's up with the two floating checkboxes in the mid-left? Nevermind. But I shouldn't be able to check both of them at once, right? That doesn't make sense.

WayOfTime
2009-12-07, 02:34 PM
http://img34.imageshack.us/img34/8347/lookatthis.png

Ugly, ain't it? I can't even see a lot of it. I have to click on the box in question and look at what it says on top.

EDIT: Oh, what's up with the two floating checkboxes in the mid-left? Nevermind. But I shouldn't be able to check both of them at once, right? That doesn't make sense.

Can not...breathe...from...sheer...horror! That really destroys the spread sheet! The problem with having only one check box is that you can not alternate easily between the two. Having two gives you the option of "what-if" scenerioes.

What would you suggest instead of two seperate buttons? Maybe one button for "weak/strong to ice" and then another that if checked it is weak and unchecked it is strong against? That may work.

P.S. THE HORROR!

JoeTang
2009-12-07, 02:58 PM
You should get a default +100% damage at a rate of 10% with an additional +x% damage and +y% rate each time it stacks, up to 10, totaling for +200% at 70% Chance maxed.

KaidaTan
2009-12-07, 07:08 PM
What would you suggest instead of two seperate buttons? Maybe one button for "weak/strong to ice" and then another that if checked it is weak and unchecked it is strong against? That may work.
A drop-down box, silly. Like in my spreadsheet. Have it be set to Neutral by default, then be able to drop down between "Weak" and "Strong." Although weak is somewhat moot since if you would be attacking something that's strong to Ice, you'd just turn off Snow charge, it's hardly too much effort to just add it anyway.

WayOfTime
2009-12-07, 09:17 PM
A drop-down box, silly. Like in my spreadsheet. Have it be set to Neutral by default, then be able to drop down between "Weak" and "Strong." Although weak is somewhat moot since if you would be attacking something that's strong to Ice, you'd just turn off Snow charge, it's hardly too much effort to just add it anyway.
The only problem with that would be that I have to show when the monster is already strong/weak to ice as show on the Monster Table. So, leave those cells that show if it is strong/weak, take away the buttons, and add a scroller.

And, JoeTang, you mean 60%? I think I solved the critical problem also. Thanks though!

JoeTang
2009-12-07, 11:20 PM
The only problem with that would be that I have to show when the monster is already strong/weak to ice as show on the Monster Table. So, leave those cells that show if it is strong/weak, take away the buttons, and add a scroller.

And, JoeTang, you mean 60%? I think I solved the critical problem also. Thanks though!

No, I mean 70%. 10 + 6 * 10 = 70.

KaidaTan
2009-12-08, 12:03 AM
No, I mean 70%. 10 + 6 * 10 = 70.
How is it that the function of critical has changed 3 times over the past few days?

60% for 60%
60% for 160%
60% for 200%
70% for 200%

There are other combinations. I thought 60/60 was agreed upon, but whatever. Why not wait and test it rather than have several different possible calculations up in the air.

JoeTang
2009-12-08, 12:07 AM
How is it that the function of critical has changed 3 times over the past few days?

60% for 60%
60% for 160%
60% for 200%
70% for 200%

There are other combinations. I thought 60/60 was agreed upon, but whatever. Why not wait and test it rather than have several different possible calculations up in the air.

http://www.southperry.net/forums/showthread.php?t=16709

I thought 200/70 was agreed on. The description states it gives a base +100% Critical Damage at 10% rate, and the skill gives (at max) +10% Critical Damage and +6% Critical Rate that stacks up to 10 times.

KaidaTan
2009-12-08, 12:24 AM
http://www.southperry.net/forums/showthread.php?t=16709

I thought 200/70 was agreed on. The description states it gives a base +100% Critical Damage at 10% rate, and the skill gives (at max) +10% Critical Damage and +6% Critical Rate that stacks up to 10 times.
Oh wow. And now that I think about it, that matches with some of the observations I've made (like the girl with the high 4xK damage regular attacks on Pap bombs). So with SE... 85% chance of +340% damage? Holy christ.

.85*3.4 = 289% average damage added per hit. Nightlords come in at a measly 156% with SE.

EDIT: Then again, NLs do many more attacks/second than Aran do, so don't look too much into that line.

JoeTang
2009-12-08, 12:58 AM
Oh wow. And now that I think about it, that matches with some of the observations I've made (like the girl with the high 4xK damage regular attacks on Pap bombs). So with SE... 85% chance of +340% damage? Holy christ.

.85*3.4 = 289% average damage added per hit. Nightlords come in at a measly 156% with SE.

EDIT: Then again, NLs do many more attacks/second than Aran do, so don't look too much into that line.

Consider that 289% is more added damage than the base % of everything up until Final Blow in a Combo String, you're adding a lot of damage to an already strong class. SE effectively doubles Critical output. You get 3689.4% average damage per Combo String with Snow Charge Neutral. Divide by the time to use Attack -> Overswing Double -> Overswing Triple -> Final Blow and there should be your DPS. The %/s probably isn't going to be higher than a NL, but the significantly higher base damage should account for more than that. Though you will have trouble reaching this DPS due to statuses at bosses stopping your Combo from reaching that high.

KaidaTan
2009-12-08, 01:38 AM
Consider that 289% is more added damage than the base % of everything up until Final Blow in a Combo String, you're adding a lot of damage to an already strong class. SE effectively doubles Critical output. You get 3689.4% average damage per Combo String with Snow Charge Neutral. Divide by the time to use Attack -> Overswing Double -> Overswing Triple -> Final Blow and there should be your DPS. The %/s probably isn't going to be higher than a NL, but the significantly higher base damage should account for more than that. Though you will have trouble reaching this DPS due to statuses at bosses stopping your Combo from reaching that high.
Wouldn't the only status that messes up your combo be Seduce? Everything else is all-cureable, so that's not much of an issue. You can even build up the combo while an enemy has super defense up.

I don't feel like playing with the numbers, but consider that just spamming Attack -> Double -> Triple might be better damage than adding Final Blow due to its cast time and single-hit nature. Though maybe its insane range could make it hit things you wouldn't normally hit. Either way, seems to be something between 1700% and 2000% DPS.

For comparison, NLs do 2295% DPS with SE, while Corsairs do 3055% DPS with SE (they have a much lower multiplier though). I know it's somewhat early to draw conclusions, but I'm going to go ahead and bet that they'll be the strongest warrior class at this rate. Perhaps they'll even out with Bowmasters or so.

Stereo
2009-12-08, 02:09 AM
Oh wow. And now that I think about it, that matches with some of the observations I've made (like the girl with the high 4xK damage regular attacks on Pap bombs). So with SE... 85% chance of +340% damage? Holy christ.

.85*3.4 = 289% average damage added per hit. Nightlords come in at a measly 156% with SE.

NLs also bump from .5*100% = 50% to 156%

Arans are .7*200% = 140% to 289%

So if NL's base is 150% and Aran's is above 140% (200 to 306 and 280 to 429) then they get the same damage boost from SE. The higher Aran's base skill % is, the less SE helps.

Then that +53% damage (overall) is massive for NLs, so it would be pretty huge for Aran to get the same thing...


I don't believe you can fix Stun with all cures and most bosses stun for over 4 seconds, so that's an issue too.

WayOfTime
2009-12-08, 05:04 AM
Allows you to perform a critical attack with a certain success rate. For every 10 combos, your critical damage and the chance of a critical attack goes up from a default of 100% damage and 10% chance of performing a critical attack.


This means JoeTang is correct, and Arans always perform a critical even with no combo. So it doesn't matter how much is put in... arans will crit.

A base of 100%, so... Value=IF(crit_combo>0,1+IF(crit_amount>crit_max,crit_max,crit_amount)*Crit_val,0)+(SE_val *SEbuff)
And Chance=IF(crit_combo>0,0.1+IF(crit_amount>crit_max,crit_max,crit_amount)*crit_chance,0)+(SE_ chance*SEbuff)

Very interesting, where at max it reaches 70% and 200%, and SE increases it to 85% and 340%...What the heck?

I'll add this in with my next update. This is interesting. How could I have not seen it before?

Edit: I never realized how hard it would be to make a calculator for this class when I started the project. But now that I loook back upon it, I should have realized this would not be easy for a class that has not been released to GMS. Thank you, everyone, for helping not just me, but the maple society.



I don't feel like playing with the numbers, but consider that just spamming Attack -> Double -> Triple might be better damage than adding Final Blow due to its cast time and single-hit nature. Though maybe its insane range could make it hit things you wouldn't normally hit. Either way, seems to be something between 1700% and 2000% DPS.


I crunched the numbers using TehMatt's character as a reference, and it appears that the Final Blow chain is only greater than the Triple Swing chain once it reaches level 18-19. This is with a speed of 5 + booster
http://i48.tinypic.com/2553ksi.png
As shown, it means that it will be more beneficial after raising Overswing and Aggresion and while working on this skill just to use Overswing until FB is at a higher level.

JoeTang
2009-12-08, 04:52 PM
This means JoeTang is correct, and Arans always perform a critical even with no combo. So it doesn't matter how much is put in... arans will crit.

A base of 100%, so... Value=IF(crit_combo>0,1+IF(crit_amount>crit_max,crit_max,crit_amount)*Crit_val,0)+(SE_val *SEbuff)
And Chance=IF(crit_combo>0,0.1+IF(crit_amount>crit_max,crit_max,crit_amount)*crit_chance,0)+(SE_ chance*SEbuff)

Very interesting, where at max it reaches 70% and 200%, and SE increases it to 85% and 340%...What the heck?

I'll add this in with my next update. This is interesting. How could I have not seen it before?

Edit: I never realized how hard it would be to make a calculator for this class when I started the project. But now that I loook back upon it, I should have realized this would not be easy for a class that has not been released to GMS. Thank you, everyone, for helping not just me, but the maple society.



I crunched the numbers using TehMatt's character as a reference, and it appears that the Final Blow chain is only greater than the Triple Swing chain once it reaches level 18-19. This is with a speed of 5 + booster
http://i48.tinypic.com/2553ksi.png
As shown, it means that it will be more beneficial after raising Overswing and Aggresion and while working on this skill just to use Overswing until FB is at a higher level.

Keep in mind that you can't always have your Critical count maxed. At some point, it will have to be zero.
For example, if you have 9 out of 10 Combo Critical Count, Final Blow Chain will out DPS Overswing Chain at level 17 instead.
Critical Count : Final Blow Level (That out DPSes max Overswing Comb)
10 - 19
9 - 17
8 - 15
7 - 13
6 - 11
5 - 10
4 - 8
3 - 7
2 - 5
1 - 4
0 - 2

Another example is that if you have 1 Overswing and 1 Final Blow, Final Blow chain will be more DPS until your Critical Count is 7. This is the more important aspect, though; early Fourth Job damage as opposed to mid.

WayOfTime
2009-12-08, 05:01 PM
Keep in mind that you can't always have your Critical count maxed. At some point, it will have to be zero.
For example, if you have 9 out of 10 Combo Critical Count, Final Blow Chain will out DPS Overswing Chain at level 17 instead.
Critical Count : Final Blow Level (That out DPSes max Overswing Comb)
10 - 19
9 - 17
8 - 15
7 - 13
6 - 11
5 - 10
4 - 8
3 - 7
2 - 5
1 - 4
0 - 2

Another example is that if you have 1 Overswing and 1 Final Blow, Final Blow chain will be more DPS until your Critical Count is 7. This is the more important aspect, though; early Fourth Job damage as opposed to mid.

Yeah, good point. I guess the only REAL way to show which is better is to just see how likely it is if you have a high amount of combo. I guess, still, the best build may be Overswing>Aggresion> and Final Blow. I guess it depends on how the person feels =P

JoeTang
2009-12-08, 05:23 PM
It completely depends on the person's training style and damage. If they don't require the Final Blow hit to kill the monsters they're training at, maxing Final Blow isn't necessary. Same applies for if they need Final Blow + Double Swing to kill, they'd probably be better off just using two Over Swing Combos, etc.
It also depends on how spread mobs are as well; some maps will cater to using Final Blow more than others to reach things you can't with Charge, or prefer using Blow for instead. i.e. you could theoretically use Blow to aggro certain monsters too far away to come into your range, and deal great damage at the same time as opposed to using Charge, which is significantly weaker and slower to get a similar effect.
Of course, most high level monsters will have a Magic Attack alternative so aggroing might not be the best choice. Typhons comes to mind though; regardless off how much less DPS you might do throwing in a level 1 Blow, the extra reach to aggro more is much more worthwhile in my opinion.

TehMatt says Final Blow may also have been slowed down in the most recent KMS patch (though it may be a temporary glitch.) I'd personally probably go with more Aggression after Overswing than Blow, but definitely have the single point in it early on.

WayOfTime
2009-12-09, 08:36 AM
O.K. Last update I am going to do for a while. Good luck with your Arans!

Devil
2009-12-09, 09:10 AM
O.K. Last update I am going to do for a while. Good luck with your Arans!Just 1 minor thingy, I still get prompted every time I open the xls sheet with the same error.

source: xbowcalc.xlsx
location: C:\Users\Scott\AppData\Roaming\Microsoft\Excel (that's on your pc)

It's still there, you should rename xbowcalc.xlsx in that folder to something else, so you see that error too. I don't know where the error is located (which cell), because the error message doesn't say that. :)

Edit - Found where the error is:
Tab: Monster Table
Cell: A1
Data: ='C:\Users\Scott\AppData\Roaming\Microsoft\Excel\[xbowcalc29.xlsx]Bowman Calculator'!D31

If you clear that cell, the errors should be gone! :)

WayOfTime
2009-12-09, 09:40 AM
Just 1 minor thingy, I still get prompted every time I open the xls sheet with the same error.

source: xbowcalc.xlsx
location: C:\Users\Scott\AppData\Roaming\Microsoft\Excel (that's on your pc)

It's still there, you should rename xbowcalc.xlsx in that folder to something else, so you see that error too. I don't know where the error is located (which cell), because the error message doesn't say that. :)

Edit - Found where the error is:
Tab: Monster Table
Cell: A1
Data: ='C:\Users\Scott\AppData\Roaming\Microsoft\Excel\[xbowcalc29.xlsx]Bowman Calculator'!D31

If you clear that cell, the errors should be gone! :)
O.K. THank you. Just realized the patch is tomorrow, not today. >.< WASTE OF A SNOW DAY!

¥-Striker-¥
2009-12-09, 10:25 AM
So its +200% damage for 70% chance
Cuz starting is already +100% with 10% chance
So stack +10% ten times and +6% ten times = +200% damage and 70% chance?

WayOfTime
2009-12-09, 10:55 AM
So its +200% damage for 70% chance
Cuz starting is already +100% with 10% chance
So stack +10% ten times and +6% ten times = +200% damage and 70% chance?

Correct.

¥-Striker-¥
2009-12-10, 01:27 AM
Yay!! 200% FTW!!
DOes it make them overpowered?

¥-Striker-¥
2009-12-10, 01:48 AM
40 overswings per min
28 (70%) of them critical : (920%+(200%*5hits)) * 28 = 53760%
14 normal : 920 * 14 = 12880%
12880 + 53760 = 66640% per Overswing with 100+ combo (70% chance of +200% damage)


Correct?

JoeTang
2009-12-10, 02:12 AM
40 overswings per min
28 (70%) of them critical : (920%+(200%*5hits)) * 28 = 53760%
14 normal : 920 * 14 = 12880%
12880 + 53760 = 66640% per Overswing with 100+ combo (70% chance of +200% damage)


Correct?

No.

Takebacker
2009-12-10, 02:16 AM
Since when did 28+14 = 40?

¥-Striker-¥
2009-12-10, 02:31 AM
O.o my bad, shud be :

40 overswings per min
28 (70%) of them critical : (920%+(200%*5hits)) * 28 = 53760%
12 normal : 920 * 14 = 11040%
11040 + 53760 = 64800% per Overswing with 100+ combo (70% chance of +200% damage)


Correct?

WayOfTime
2009-12-25, 06:08 PM
Well, I finally updated my calculator. The updates are as follows:
-Changed the Combo Skills so that they show the actual damage (Originaly I had them follow the same decreasing damage)
-Added an Accuracy to 100% monsters at that level. The number turns red when you do not have enough accuracy, and green when you can 100% hit the monster.
-Made it possible to delete the formula in the Potion Attack section if you do not like the options. The formula is able to be seen so you can re-add it later.
97-03 Version 4.0 (http://www.mediafire.com/?heyndy2ewmm)
Vista Version 4.0 (http://www.mediafire.com/?zmtttzy5tn2)


Like all of the other times, feel free to offer any sudjestions.

KaidaTan
2009-12-29, 09:24 AM
sudjestions.
...suggestions?

The Exp/Shot, Meso/Shot, Chance of OHKO, HKO Range, Average HKO, and Exp Damage per Second rows are still completely useless. They're all either moot, don't account for non-spammability, or just plain wrong. And you still have those pictures of attack pots even though you can already enter in your own value.

You know what's useful? The expected damage of regular attack + double swing + triple swing. In fact, I think you should have a whole column dedicated to treating the three of them as a single attack so people can use it to see their DPS with that or their expected damage on a single monster with the whole combo. It appears you already have this with the Combo checkbox. Don't forget to adjust the cast time of double, triple, and any of the finishers to account for the time it takes to cast the things preceding it.

Minor notes:
Monster HP is limited to 30000. You should remove that limit.
Monster Def should be limited at 1999.
The "PA Combo Count" box has a limit of 10. Didn't you mean 100?
What does the "Critical Count" box do?
What does the Combo checkbox (floating between Player Stats and Monster Stats) do? Nevermind, figured it out. You should make that more clear, though.
The Mon MAtk cell on the right references monster def, not monster mattack. Put in "=INDEX(Monsterlist;D35;9)"
The limits for player def/mdef are 1999, not 999.
Why are INT and LUK in the Monster Damage section?
Consider adding a section for player HP/MP in the space where you'll (hopefully) rip out those useless rows I mentioned above.

Oh umm... I was right about OpenOffice totally ignoring passwords set by Excel. I couldn't unprotect your document in Excel, but I can see everything in OpenOffice. Turns out Dusk's calculator was protected with a password too, but his formulae weren't hidden.

WayOfTime
2009-12-29, 05:54 PM
...suggestions?

The Exp/Shot, Meso/Shot, Chance of OHKO, HKO Range, Average HKO, and Exp Damage per Second rows are still completely useless. They're all either moot, don't account for non-spammability, or just plain wrong. And you still have those pictures of attack pots even though you can already enter in your own value. So having just an attack area that can be modified without those pretty images? I'll need to put something fancy up, then~

You know what's useful? The expected damage of regular attack + double swing + triple swing. In fact, I think you should have a whole column dedicated to treating the three of them as a single attack so people can use it to see their DPS with that or their expected damage on a single monster with the whole combo. It appears you already have this with the Combo checkbox. Don't forget to adjust the cast time of double, triple, and any of the finishers to account for the time it takes to cast the things preceding it.I already have them added, but maybe have the amout of damage if it can be spammed may be good. But, that would kind of be stupid =P (Sometimes stupid is good, though. Hurray for redundancies!)

Minor notes:
Monster HP is limited to 30000. You should remove that limit.Good Catch, but the limit that excel will ALLOW you is 30K.
Monster Def should be limited at 1999.O.k.
The "PA Combo Count" box has a limit of 10. Didn't you mean 100?What this means is how many times it stacks. So, at level 6, it can stack 6 times. You put 6 in so it will be +6 atk, +30 def, and +30 Mdef
What does the "Critical Count" box do?Same as above: this shows how many times that Critical stacks. It is limited to what the max is, so it will not raise past its limit, but it works.
What does the Combo checkbox (floating between Player Stats and Monster Stats) do? Nevermind, figured it out. You should make that more clear, though. I outlined it in my first post in the List of Features. I'll put a comment, though.
The Mon MAtk cell on the right references monster def, not monster mattack. Put in "=INDEX(Monsterlist;D35;9)"Yet again, good catch.
The limits for player def/mdef are 1999, not 999.O.k. Thank you.
Why are INT and LUK in the Monster Damage section? Believe it or not, STR, DEX, INT, and LUK all are used for the formula. Each of the 5 classes have a different defence formula. The one for Warriors (where Arans are unseromoniously) for max is:=(M_WATK^2*0.008-WDEF*A_Formula-(WDEF-StandPDD)*B_Formula) where A_Formula is =Mod+0.28
Mod is =(STR)/2800+(DEX)/3200+(INT)/7200+(LUK)/3200
B_Formula is =IF(WDEF>=StandPDD,(Mod*28/45+(LVL)*7/13000+0.196),(Mod+(LVL)/550+0.28)*C_Formula)
C_Formula is =IF(LVL>=monster_lvl,(1/(1+(LVL-monster_lvl)/13)),1.3)
and StandPDD depends on your level (level 100 is 494) Fun, eh?
Consider adding a section for player HP/MP in the space where you'll (hopefully) rip out those useless rows I mentioned above. So you mean the max/min that you can have in HP?

Oh umm... I was right about OpenOffice totally ignoring passwords set by Excel. I couldn't unprotect your document in Excel, but I can see everything in OpenOffice. Turns out Dusk's calculator was protected with a password too, but his formulae weren't hidden.


Main answers are in bold. What I am thinking for the sheet is merging the PA combo count and the Critical Combo Count together and have them raise by 10 each time and go up to 100. Maybe I can use the same check box. I will change the calculator by the end of the week, so check again (for sure) on saturday.

KaidaTan
2009-12-29, 11:57 PM
So you mean the max/min that you can have in HP?
Really, I mean something similar to what's in my calc.
http://img705.imageshack.us/img705/861/hpmp.png
I have people put in their base and +HP and MP (you can't see the +HP/MP in the pic) and various other numbers I find useful. Also, I say how many times you can wash (Points Washable), how many points you have in HP that have yet to be washed (Points to Wash), and your theoretical HP were you to wash all your Points Washable right now. Considering that lots of Aran HP wash, you could do this or maybe something more like the HP/MP calc that was made in the training center. As you can see, I like comments (and parentheses). Really, I just put a comment on any cell that a random user might find ambiguous to make it a little more clear and help them understand how my calc works better.

WayOfTime
2010-01-01, 08:37 PM
Updated the calculator. You can view it on the main page. I added the HP and MP area, but it looked lopsided under all of the information, so I made two separate ones that has it in different areas. The first one has it under where all the things like HKO and exp/shot were, where the other one has it under the Damage Recieved area beside the intact info. So, you can choose wether or not you want to take away all of those cells.