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DAMP Damage Calculation Spreadsheet by Drasca


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#1
Drasca

Drasca
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Due to my desire to compare weapon loadouts, I made a public google spreadsheet which anyone can input values based on the SP combat formula here:

 

http://forum.bioware...mbat-mechanics/

 

Enter your total build and gear's base ability_multiplier (usually weapon damage % sometimes multiplied by passives), enemy armor, and other values in Columns B through K, enter Willpower Below and see a result instantly. Enter % numbers as whole numbers. Example, enter 50% armor penetration as 50. The formula will adjust for you. There are multiple columns for your weapon loadouts, and enemy armor values.

 

Make a copy for yourself if someone else is active using it and you need to use immediately.

 

Disclaimer: There will be errors. This public spreadsheet is for primarily for demonstration & comparison purposes. Since anyone can edit it, anyone could sabotage it too. It is provided on an honor system that no one will sabotage the spreadsheet's formula. I will be keeping a private copy for back-up. Do not use it as definitive 'proof', and everything is provided on an as-is basis. We also do not know the full placement of player passives on the damage formula, so assume that the calculation you make will be wrong. That said, it still likely better than everything else out there currently and 'less wrong' than doing a manual calculation if you're not familiar with the damage formula at all.

 

Where this spreadsheet shines is in comparing different weapon loadouts and upgrades, and getting a visual representation of what happens when you critical hit vs flank & AP vs multiple armor values.

 

Again, a reminder that all formula are works in progress. However, this is the best I have right now, and a fairly useful tool for those inclined.

 

Please do not sabotage the formula, and please don't try to use 'proof' for personal vendettas with sabotaged formula. I will take it down if I see it misused. Locked, and spreadsheet protected outside of input areas

 

Otherwise, enjoy the math.

Public version, immediately useable:

https://docs.google....dit?usp=sharing

 

View only version in case the above gets sabotaged again:

-- Copy the spreadsheet for yourself and input values for your own personal usage:

https://docs.google....dit?usp=sharing

 

If you see the Public Version sabotaged, feel free to use the View only version, and please consider copy-pasting from the View only version to restore the Public Version.


Modifié par Drasca, 15 juillet 2015 - 04:04 .

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#2
Luke Barrett

Luke Barrett
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Even then, NM is killed within 4 hits. . . . or in the case of wombo combo, one combo and maybe a basic attack. Instead of dead within 2-3 seconds, NM enemies should be dead within 5-10 seconds for maximum efficiency.

 

Don't get me wrong, I want the armor values too. I know the health values though, they were double what perilous were. Still useful to get exact values of course.

 

If it helps heres how the health math and armor work:

 

There is a base health value for creatures in general for every level and then depending what the creature has for their health multiplier it multiplies by plus a value for the difficulty (which all have different multiplier values).

 

So: Base Health[level] * (HealthModifier + DifficultyModifier)

(elites and bosses calculate differently, this is just for standard enemies)

 

As for armor it is a little more static. There is again a base value depending on the level of the creature and then it has a static modifier that either adds or subtract a flat amount depending on what the individual creature has.

 

So: Base Armor[level] +/- ArmorModifier

 

Lastly, SP and MP use the same base values but not the same health and difficulty modifiers.

 

Good luck! B)


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