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  #41  
Old 04-13-2025, 04:33 PM
DeathsSilkyMist DeathsSilkyMist is offline
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Got a big update done. Download links are the same, the version has been updated. As of writing this post the wiki version is not updated. That will be for Loramin to do whenever he has time (Thank you in advance!)

Quote:
Here is a link to the full code, it is in Javascript. Feel free to look around and see how the calculations are done:

https://drive.google.com/file/d/114b...ew?usp=sharing

Here is a link to the minified code:

https://drive.google.com/file/d/1ks0...ew?usp=sharing

You can run both versions for free in your browser via https://playcode.io/javascript . Just copy/paste the code in, and you can see the results in the console window. There's a little green play button on the web view window if you want to re-run the calculation. It has randomized elements in it, so you'll get slightly different DPS numbers every time it's run. The minified version is better for playcode, as playcode has a 8 code line limit before it starts bothering you to pay.
I also made a few sample sets that have links to P99 parses so you can see how accurate the calculator is using different classes, weapons, character levels, and fighting different mobs.

https://drive.google.com/file/d/1q-6...ew?usp=sharing

Update Log:
1. Added Triple Attack
2. Added Warrior Crit and Crippling Blows
3. Added Proc Damage
4. Added DoT Proc Damage
5. Added Skill Caps for levels 1-50 and levels 51-60.
6. Added Weapon Damage Caps
6. Added the 1h and 2h Main Hand Damage Bonus tables, they will apply the bonus automatically now based on delay. Use bUsingTwoHandedWeapon to switch between 1h and 2h.
7. Added class selection. Changing from Warrior to Wizard will turn off things like the Main Hand Damage Bonus, Triple Attack, etc. Will also change the skill caps and what skills are available. Wizard's don't have Double attack, for example.
8. Added boolean scaleOffensiveSkillsBasedOnPlayerLevel for playerStats. When set to true, the player's skills will automatically scale based on level. It isn't 100% accurate for all classes, it simply scales 5 + (5 * level) for all classes. Turned on by default to make using the calculator easier initially. These will be skill capped when you hit the appropriate skill cap.
9. Added boolean scaleDefensiveValuesBasedOnMobLevel for mobStats. When turned on the Mob's stats will automatically scale based on the Mobs level. This isn't going to be accurate for every single mob, as mobs can have stats higher than the average for their level. Turned on by default to make using the calculator easier initially.
10. Made the text outputs more robust and hopefully easier to read.
11. Added a few playerStat variables so you can adjust the test yourself without having to modify the code.
11a. numberOfSwingsToTest will allow you to change how many main hand weapon swings you want to test.
11b. numberOfSwingSetsToRun will run the test again that many times, and average the resuts. For example, if numberOfSwingsToTest is set to 500 and numberOfSwingSetsToRun is set to 75, you will run 75 sets of 500 swings.
11c. numberOfColumnsInTables will adjust the number of columns for the table outputs, so if you are on a smaller screen the table won't be way off the screen.
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  #42  
Old 04-13-2025, 04:55 PM
Botten Botten is offline
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Thank you DeathsSilkyMist. I respect the work and time you put into this. I will be playing with it later for sure. It is great we have fans like you and Loramin that produce so much helpful information.
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