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Author Topic: Virindi Tank Classic Looter Modified Source and Binaries [Locked]
Mag-nus  1 star
Posts: 234
Registered:
New version up.

Still need to update the sample and master profiles.
immortalbob  2 stars
Title: AC Vault Staff
I am batman!

Posts: 335
Registered: 2002-2-24 21:44:47
Might I suggest adding the -200 cloak key

here's a sample rule:

(C) Cloak (L3+/War/-200)

0;1;12;1;12;3;9999;7
8
2
352
10
Cloak
1
9
81
265
18
27702
218103849
6
true
3
3


and also, a drop down with the "weave of" sets on cloaks.

 

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ImmortalBob, Axer Extraordinaire
+Turbine Sappho tells you, "I am starting to think you are immortal"
Mag-nus  1 star
Posts: 234
Registered:
Very brief explanation to my new rule:
Calced buffed tinked damage.

First, you can use mag-tools to determine this value on existing weapons.

For example:
White Sapphire Lightning Sabra (Sword), LightRend, Tinks 10, 58.68-66, +19%a, 19%md, (94.5/68 19.0/19.0), Incantation of Blood Drinker, Major Heavy Weapon Aptitude, Major Healing Prowess, Heavy Weapons 400 to Wield, Diff 208

The calced buffed tinked damage for this weapon is 94.5

This is the Damage Over Time value for a weapon that has been 10 tinked. If the weapon has already been 10 tinked, it simply calculates the Damage Over Time using the max damage and variance numbers, with an assumed CS multiplier of .1 and an assumed CS frequency of 10%.

If a weapon does not have 10 tinks, ie: loot weapon, Mag-Enhanced classic looter will determine the optimal DoT value for a 10 tinked version of that weapon. IE: It will factor in an imbue, then determine the best combo of iron/granite to get the maximum DoT, and compare it against the value you put in your rule.

This is the rule you want to use to cover ALL heavy weapons. This new method allows you to compare weapons with HUGE variance to weapons that have very little, when in the end, the end-result DoT would be similar.

This rule makes the Buffed Average Damage value obsolete.

For heavy weapons, try a # of 91, then fine tune it as you pick up weapons.
PicaroLC  1 star
Posts: 225
Registered:
Cool, now,,,


Can you have it inscribe said un-tinked loot weapon with the tinks it concluded on using in the order it concluded on using them in for obatining the final calced buffed tinked damage value? Like a recepie. =)
joeblow8579  2 stars
Posts: 257
Registered:
PicaroLC posted:

Cool, now,,,

Can you have it inscribe said un-tinked loot weapon with the tinks it concluded on using in the order it concluded on using them in for obatining the final calced buffed tinked damage value? Like a recepie. =)



The order of tinkers doesn't matter one bit. It's quite easy to use any one of several tools to figure out the optimal tinks for any item. Locke's Army Knife is one plugin that works, though Endy's calculator is better. Endys you have to use outside of AC though.
Mag-nus  1 star
Posts: 234
Registered:
Yea, any tinking calculator can tell you the amount of iron/granite to use to get max DoT.

Even if you switch an iron for a granite, or reversed, you'll still come pretty damn close to the original # Mag-Tools gave you.

Also, remember that these #'s do not factor in graveyard damage augs, or rabbits feet.
PicaroLC  1 star
Posts: 225
Registered:
The order does matter.


Applying granite towoards the end of the tinking produces:

Min Max Variance

Looted 23 46 23

Iron 23.5 47 23.5

Iron 24 48 24

Iron 24.5 49 24.5

Iron 25 50 25

Granite 30 50 20

Iron 30.5 51 20.5

Granite 34.6 51 16.4

Iron 35.1 52 16.9


Applying granite at the beginning of the tinkering produces:

Min Max Variance

Looted 23 46 23

Granite 27.6 46 18.4

Iron 28.1 47 18.9

Granite 31.88 47 15.12

Iron 32.38 48 15.62

Iron 32.88 49 16.12

Iron 33.38 50 16.62

Iron 33.88 51 17.12

Iron 34.38 52 17.62
PicaroLC  1 star
Posts: 225
Registered:
Mag-nus posted:

Yea, any tinking calculator can tell you the amount of iron/granite to use to get max DoT.


Even if you switch an iron for a granite, or reversed, you'll still come pretty damn close to the original # Mag-Tools gave you.


Also, remember that these #'s do not factor in graveyard damage augs, or rabbits feet.



Can't blame a lazy bum for asking, right?


I use the calculators just fine. But I saw a opertunity to get it done for me and gave it my best shot. What else are plugins for? LoL
joeblow8579  2 stars
Posts: 257
Registered:
PicaroLC posted:

The order does matter.

Applying granite towoards the end of the tinking produces:
Min Max Variance
Looted 23 46 23
Iron 23.5 47 23.5
Iron 24 48 24
Iron 24.5 49 24.5
Iron 25 50 25
Granite 30 50 20
Iron 30.5 51 20.5
Granite 34.6 51 16.4
Iron 35.1 52 16.9

Applying granite at the beginning of the tinkering produces:
Min Max Variance
Looted 23 46 23
Granite 27.6 46 18.4
Iron 28.1 47 18.9
Granite 31.88 47 15.12
Iron 32.38 48 15.62
Iron 32.88 49 16.12
Iron 33.38 50 16.62
Iron 33.88 51 17.12
Iron 34.38 52 17.62


You have to understand how the math works. Granite decreases a weapon's variance by 20%. Variance is a multiplicative factor, not an additive one. In essence, you take the 50% variance (0.5 to the game) weapon you have there, multiply 0.5 * 0.8 and get the resulting variance. It has literally nothing to do with the weapon's maximum damage number.

Iron increases the maximum damage by one. It has literally nothing to do with the weapon's variance. The order you apply them could not possibly matter. The minimum damage of the weapon is calculated by multiplying the maximum damage by the variance. So the weapon you used as an example has a 50% variance and 46 maximum damage. 46 * 0.5 = 23, which is the minimum damage.

The tinkering order has absolutely no effect on the final weapon.
Mag-nus  1 star
Posts: 234
Registered:
I'll add that. Order does not affect the weapon at all.

Granite affects the variance variable.
Iron affects the maxdamage variable.

They only affect their respective variables.

Using the combined math of both variables computes the minimum damage.

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