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  #11  
Old 04-08-2025, 03:03 PM
loramin loramin is offline
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Originally Posted by DeathsSilkyMist [You must be logged in to view images. Log in or Register.]
The tables are looking good! They are 0 based actually. 0 is misses. So one small fix there.

EDIT: Maybe name the 0 column "misses" so people know.
Fixed.
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  #12  
Old 04-08-2025, 03:30 PM
DeathsSilkyMist DeathsSilkyMist is offline
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Originally Posted by loramin [You must be logged in to view images. Log in or Register.]
Fixed.
That's perfect. Thanks again Loramin!
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  #13  
Old 04-08-2025, 03:55 PM
bcbrown bcbrown is offline
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You only run 500 samples in your simulation. You can see if you repeatedly hit the submit button that the resulting DPS estimation jumps around quite a bit. With the default values and hitting submit a dozen times I got values from 28 to 33 DPS. Something from 50,000 to 1 million would be more reasonable imo, depending on the impact to runtime.

It does nicely illustrate, though, that if you want to distinguish between two sets of weapons with DPS values that are within 2-3 DPS of each other, you need more than 500 samples to accurately tell which one is better.
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  #14  
Old 04-08-2025, 06:34 PM
Duik Duik is offline
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Rohh roh.
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  #15  
Old 04-08-2025, 08:15 PM
DeathsSilkyMist DeathsSilkyMist is offline
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Originally Posted by bcbrown [You must be logged in to view images. Log in or Register.]
You only run 500 samples in your simulation. You can see if you repeatedly hit the submit button that the resulting DPS estimation jumps around quite a bit. With the default values and hitting submit a dozen times I got values from 28 to 33 DPS. Something from 50,000 to 1 million would be more reasonable imo, depending on the impact to runtime.

It does nicely illustrate, though, that if you want to distinguish between two sets of weapons with DPS values that are within 2-3 DPS of each other, you need more than 500 samples to accurately tell which one is better.
There are limitations on websites like playcode.io for how many times you can run a single loop before it catches it as a possible infinite loop. playcode.io has a loop limit of 1500, and when you have double attacks and dual wield, you'll get well over 1000 hits. That is why it is set to 500 for now. Looks like you found a way to get the data you need by just pressing the play button a few times. If the site allows I may run multiple sets of 500 samples and average them.
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  #16  
Old 04-09-2025, 12:09 AM
bcbrown bcbrown is offline
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It'd be good to add a parameter for number of rounds for people who want to use large sample sizes but that's really a minor complaint compared to the fact that the calculator is not accurate.

Leaving the weapons as-is and setting the mob AC to 80 doesn't result in the 50ish DPS that you've reported vs the turtle. Setting the mob AC to 850-1200 like raid mobs have doesn't change the DPS value by much vs the default.

What validations have you done before making the claim that this calculator is accurate?
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  #17  
Old 04-09-2025, 12:37 AM
DeathsSilkyMist DeathsSilkyMist is offline
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Originally Posted by bcbrown [You must be logged in to view images. Log in or Register.]
It'd be good to add a parameter for number of rounds for people who want to use large sample sizes but that's really a minor complaint compared to the fact that the calculator is not accurate.

Leaving the weapons as-is and setting the mob AC to 80 doesn't result in the 50ish DPS that you've reported vs the turtle. Setting the mob AC to 850-1200 like raid mobs have doesn't change the DPS value by much vs the default.

What validations have you done before making the claim that this calculator is accurate?
Are you using the one on the wiki, or are you copy/pasting the code into https://playcode.io/javascript ?

Just did a quick test and it looks like the wiki version isn't working correctly. Adjusting the AC/Defense values does nothing. My guess is Loramin has a bug where the calculator only uses the defaults.

Copy/paste the code into https://playcode.io/javascript and it works. I've done a lot of parsing and compared it to the calculator. The results are quite close. Defense skill is going to be between 1-200 for most mobs, and AC will be around 115 for level 50 "classic" mobs, according to an EQEMU code comment. Most mobs probably aren't going to have AC significantly higher than that. Something like AoW will probably have a significantly larger value like 500. Since we don't have the actual AC and Defense values for most mobs, you do need to play around with the values based on what you fought when comparing it to the calculator. The P99 wiki AC values are probably all wrong, as they were scraped from other websites that are probably using out-of-era values. AC is much harder to test than HP. People can kill a mob, figure out how much HP it had, and adjust the P99 wiki.

For the turtle I use something like 25 Defense and 25 AC. I get around 20k primary damage, 10k offhand damage, and 57 DPS, which matches very closely with my turtle parse when using Epic Fist and SoS, as a simple example. The default values being used are my level 52 monk vs. the level 50 FM giants, and that is also very close to my parse. I've done parsing on my SK and Shaman too.

The newer version I am polishing up has things like triple attack, damage caps from 1-39, removing the damage bonus from casters, etc.
Last edited by DeathsSilkyMist; 04-09-2025 at 12:58 AM..
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  #18  
Old 04-09-2025, 01:00 AM
DeathsSilkyMist DeathsSilkyMist is offline
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Originally Posted by loramin [You must be logged in to view images. Log in or Register.]
Fixed.
It looks like the wiki calculator doesn't allow users to adjust the textbox values. Bcbrown and myself are unable to edit things like AC and Defense. The calculator looks like it is only using the default values, it doesn't accept the new values. Some of the textboxes are working, like Off Hand Weapon Damage.
Last edited by DeathsSilkyMist; 04-09-2025 at 01:04 AM..
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  #19  
Old 04-09-2025, 10:53 AM
loramin loramin is offline
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[You must be logged in to view images. Log in or Register.]

In my defense:

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Originally Posted by loramin [You must be logged in to view images. Log in or Register.]
P.S. It's also untested, so I make no promises about it being bug free [You must be logged in to view images. Log in or Register.]
... but I'll try to get it fixed soon(-ish).
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  #20  
Old 04-09-2025, 11:29 AM
loramin loramin is offline
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Quote:
Originally Posted by DeathsSilkyMist [You must be logged in to view images. Log in or Register.]
It looks like the wiki calculator doesn't allow users to adjust the textbox values. Bcbrown and myself are unable to edit things like AC and Defense. The calculator looks like it is only using the default values, it doesn't accept the new values. Some of the textboxes are working, like Off Hand Weapon Damage.
I checked the code, and the problem I found was actually with the mob (not player) stats: they weren't using the form values.

However, I have no idea what values are correct (I don't play many melee characters), so I can't really do much more QA myself: that's all on you DSM.

(Developer Talk) If you want to debug the code further yourself, you can use the browser dev tools to do so. Open the dev tools (F12), go to the sources tab, and pick the file "index.php?title=MediaWiki: DamageCalculator.js&action=raw&ctype=text/javascript" (it should be the second "index.php?" one on the list). You can then see the source code, add break points, trigger the form, and check any variables' values.

For instance,if you add a break point to line 141:

const results = RunDPSTest(playerStats, mobStats, 500);

... and then hover over playerStats/mobStats, you can now see that they use the form's values.


(Non-Developer Talk) If anyone else wants to check it out, you'll have to clear your cache (or else you might have to wait a few days to see the changes). A simple way (for anyone, not just a developer) to do this in Chrome is to open the developer tools (F12), click and hold down the reload button, and then pick "Empty Cache and Hard Reload" (and then do F12 to close the dev tools after).
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