So I Updated the Manifest Detalier
#26
Posté 15 mars 2013 - 07:27
I used to access the manifest detailer through Chrome, but it had so many issues on other websites I use, plus privacy concerns with Google, that I uninstalled it.
Thank you for taking this on (irrespective of its availability on IE). The detailer is very useful and has helped me a lot, both to understand the weapons/mods and to make better decisions as to how to outfit my characters. The lack of updates didn't make it useless, but over time, it became much less useful. Good on ya for updating/recreating it.
#27
Posté 15 mars 2013 - 07:48
Grinch57 wrote...
OP, this was probably asked and answered in the original thread, but is there a way for this to work on IE?
I used to access the manifest detailer through Chrome, but it had so many issues on other websites I use, plus privacy concerns with Google, that I uninstalled it.
Thank you for taking this on (irrespective of its availability on IE). The detailer is very useful and has helped me a lot, both to understand the weapons/mods and to make better decisions as to how to outfit my characters. The lack of updates didn't make it useless, but over time, it became much less useful. Good on ya for updating/recreating it.
Not that I know of, a quick search shows that IE7Pro(an addon to IE) might work, it words for IE 7,8,and 9. You could also just try clicking the instal button and see what happens? If that dosn't would then Firefox or Chrome would be the only way
#28
Posté 15 mars 2013 - 07:57
#29
Posté 15 mars 2013 - 08:19
#30
Posté 15 mars 2013 - 08:26
However, on weapons like the Collector Sniper Rifle, it shows a capacity of 1000000. That's probably because the weapon doesn't technically have a capacity, but wouldn't it be more accurate to have the capacity simply mirror the clip size? Or replace it with N/A like on a few other weapon values?
Its really minor, so don't put it up there on things to do unless its a stupid easy fix. Given I hate coding, I'm sure it isn't.
Edit: Also, the full weapon descriptions don't show when you mouse over a weapon, the top of the text is cut off.
Modifié par Nydus Templar, 15 mars 2013 - 08:27 .
#31
Posté 15 mars 2013 - 08:44
#32
Posté 15 mars 2013 - 08:45
Had to reinstall greasemonkey, and delete the previous version of the manifest, but it worked.
thank you. great effort.
#33
Posté 15 mars 2013 - 08:52
K9lArthur wrote...
I think the Lancer isn't in any weapon category there, AR Gear don't add damage, only densified ammo, and mods cannot be put on it.
Close, just checked. it is set as a weapon, but not what type of weapon so it dosn't know what mods to load for it. thanks for noticeing that though
Nydus Templar wrote...
Thank you for the hard work. I can't comment on proper values and such since the only other reference I have is the narida class builder.
However, on weapons like the Collector Sniper Rifle, it shows a capacity of 1000000. That's probably because the weapon doesn't technically have a capacity, but wouldn't it be more accurate to have the capacity simply mirror the clip size? Or replace it with N/A like on a few other weapon values?
Its really minor, so don't put it up there on things to do unless its a stupid easy fix. Given I hate coding, I'm sure it isn't.
Edit: Also, the full weapon descriptions don't show when you mouse over a weapon, the top of the text is cut off.
It would make more sence to do it you're way, but I think it makes more sence to keep it as a rediculously large number since it's ammo supply is "infinate" but since infinity dosn't exist in code you have to use just some very large number. Finally since the number displayed is actually used in calculations of somesort from the pre-existing code you can't have it return a null value
Looking into fixing the descptions error, but that has been there for a while. and since I'm not really familear with javascript(mostly just java, C++ and baisc) I'm not sure if I can get it to work
K9lArthur wrote...
The Raider damage is wrong too I think, isn't it 800 at I and 1000 at X? 100 Damage per pellet at I and 125 at X. Also it's capacity is [30-40] I think...
Yes it should be that.....either I need to go farther back in balance changes then i thought or Creakzoid just had it wrong. Thanks for finding it though. I only really looked into adding the new weapons and balance changes since Oct 13. but if there is other errors from before I need to look into that
Modifié par Vlandis, 15 mars 2013 - 08:58 .
#34
Posté 15 mars 2013 - 08:56
Also, regarding the code mess in that pic of yours, have you tried something like Notepad++ to see if the formatting is better there? To me Notepad++ is superior to regular Notepad in every way.
Modifié par Emphrygian, 15 mars 2013 - 08:56 .
#35
Posté 15 mars 2013 - 09:00
Emphrygian wrote...
Great job OP and thanks!
Also, regarding the code mess in that pic of yours, have you tried something like Notepad++ to see if the formatting is better there? To me Notepad++ is superior to regular Notepad in every way.
Problem is there is no formating on the document...there is no breaks/enters. If I didn't have the word wrap option on. it would literally be ONE, yes 1, single line.....
#36
Posté 15 mars 2013 - 09:01
#37
Posté 15 mars 2013 - 09:24
Awesome work on this! Executioner stats making me want to shoot things, so much better seeing this stuff on the inventory page than digging around spreadsheets!Vlandis wrote...
Problem is there is no formating on the document...there is no breaks/enters. If I didn't have the word wrap option on. it would literally be ONE, yes 1, single line.....
One single line of pain - nice work going through it all. I had a look a while back and backed away slowly when I got that far.
#38
Posté 15 mars 2013 - 09:40
dstrawberrygirl wrote...
Awesome work on this! Executioner stats making me want to shoot things, so much better seeing this stuff on the inventory page than digging around spreadsheets!Vlandis wrote...
Problem is there is no formating on the document...there is no breaks/enters. If I didn't have the word wrap option on. it would literally be ONE, yes 1, single line.....
One single line of pain - nice work going through it all. I had a look a while back and backed away slowly when I got that far.
Thanks! Also the executioner stats are actually wrong, It does even more damage:whistle:. The current DPS calculation dosn't take into account its AP round.
Also new version out, unless I broke something....
You shouldn't have to restart the brower for just an update, but this should fix all the small things that where messed up from before.
Things that arnt in this version: correct DPS calculation for Blood Pack Punisher (it does more then what is listed:whistle:
Any new passives since when the turrian havoc was added
Modifié par Vlandis, 15 mars 2013 - 09:41 .
#39
Posté 15 mars 2013 - 10:08
Vlandis wrote...
Emphrygian wrote...
Great job OP and thanks!
Also, regarding the code mess in that pic of yours, have you tried something like Notepad++ to see if the formatting is better there? To me Notepad++ is superior to regular Notepad in every way.
Problem is there is no formating on the document...there is no breaks/enters. If I didn't have the word wrap option on. it would literally be ONE, yes 1, single line.....
Wow... I just... I don't... Wow.
#40
Posté 15 mars 2013 - 10:11
#41
Posté 15 mars 2013 - 10:11
#42
Posté 15 mars 2013 - 10:22
Hmm...Lancer still isn't allowing mods. not sure why that is
Modifié par Vlandis, 15 mars 2013 - 10:32 .
#43
Posté 15 mars 2013 - 10:33
#44
Posté 16 mars 2013 - 12:32
Vlandis wrote...
K9lArthur wrote...
I think the Lancer isn't in any weapon category there, AR Gear don't add damage, only densified ammo, and mods cannot be put on it.
Close, just checked. it is set as a weapon, but not what type of weapon so it dosn't know what mods to load for it. thanks for noticeing that thoughNydus Templar wrote...
Thank you for the hard work. I can't comment on proper values and such since the only other reference I have is the narida class builder.
However, on weapons like the Collector Sniper Rifle, it shows a capacity of 1000000. That's probably because the weapon doesn't technically have a capacity, but wouldn't it be more accurate to have the capacity simply mirror the clip size? Or replace it with N/A like on a few other weapon values?
Its really minor, so don't put it up there on things to do unless its a stupid easy fix. Given I hate coding, I'm sure it isn't.
Edit: Also, the full weapon descriptions don't show when you mouse over a weapon, the top of the text is cut off.
It would make more sence to do it you're way, but I think it makes more sence to keep it as a rediculously large number since it's ammo supply is "infinate" but since infinity dosn't exist in code you have to use just some very large number. Finally since the number displayed is actually used in calculations of somesort from the pre-existing code you can't have it return a null value
Looking into fixing the descptions error, but that has been there for a while. and since I'm not really familear with javascript(mostly just java, C++ and baisc) I'm not sure if I can get it to workK9lArthur wrote...
The Raider damage is wrong too I think, isn't it 800 at I and 1000 at X? 100 Damage per pellet at I and 125 at X. Also it's capacity is [30-40] I think...
Yes it should be that.....either I need to go farther back in balance changes then i thought or Creakzoid just had it wrong. Thanks for finding it though. I only really looked into adding the new weapons and balance changes since Oct 13. but if there is other errors from before I need to look into that
I used to use this all the time, but there were an abundance of errors by the end since Creak left, anything I can do to make the tool better, just ask, I will be looking around for more errors and report them if possible.
#45
Posté 16 mars 2013 - 12:39
social.bioware.com/forum/1/topic/343/index/13255314/1
#46
Posté 16 mars 2013 - 03:59
K9lArthur wrote...
Also, Cyonan's weapons stats sheets could be really useful for you, here's the link, all the info you will really need.
social.bioware.com/forum/1/topic/343/index/13255314/1
I have it, and used it for adding the new weapons form the current DLC. Also went through all the balance changes since he last updated. Any other errors where from before as i haven't actually gone through all the other weapons
#47
Posté 16 mars 2013 - 01:57
Do someone know how it's calculated?
#48
Posté 16 mars 2013 - 01:58
#49
Posté 16 mars 2013 - 02:00
Thanks for bumping this:Vlandis wrote...
Bump, just trying to get everyone to see it....should probably but this in my siggy...
I thought this was dead
#50
Posté 16 mars 2013 - 02:05
there is one micro issue I will post to ya... can you program the script to NOT round up or down
to include the decimals as they are intended for they always rounded up or down which wasn't very good
great job though updating it
I'll keep lookign through it and give you some updates of whats glitchy etc.
(shotgun/sniper rifle light weight mods are wrong) they list the max -50% but they are the same as the assault rifle progression
(the SHotgun omni blade does not show the damage value period per level it's blank
Modifié par ValorOfArms777, 16 mars 2013 - 02:15 .





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