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Author Topic: Mag-tools [Locked]
4f6767b24c1622c067
Posts: 9
Registered:
Use Object Class == Salvage and Material == 60(gold).


S: Salvaged Gold

0;3;7;12
4
39
9
60
131


Make new rule for each bag of salvage.
Gali_Nala
Posts: 44
Registered: 2001-3-13 09:37:23
Can someone help me figure out what I'm doing wrong? I have the same question as Striderlongshanks.

Using the post above where Magnus shows the formula, I'm trying to understand the calculation and tie out to the example UA given by Striderlongshanks.

maxDamage * ((1 - critChance) * (2 - variance) / 2 + (critChance * critMultiplier))
critChance = .1, double critMultiplier = 2

Example weapon:
(Unarmed Weapon), 10.50-35, +12%a, 20%md, 1.5%mgc.d, (63.1/37 12.0/20.0)

37 (35+2) = MaxDamage
12.5 (10.5+2) = MinDamage
1-(12.5/37)= 0.662162162 = Variance (1-(min/max)
0.1 = Crit Chance
2 = CritMultiplier

37*((1-.1)*(2-.662162)/2+(.1*2)) = 29.675 and the answer should be 63.1.

Help??

 

-----signature-----
Gali Nala ¤ Izz The Forgotten ¤ Lil' Marie
•OotS•
Atropa: Wow, took me about 20 minutes to take down that Crystal Lord
Crizznizzle: Did you throw all your wealth at it?
joeblow8579  2 stars
Posts: 257
Registered:
Gali_Nala posted:

Can someone help me figure out what I'm doing wrong? I have the same question as Striderlongshanks.

Using the post above where Magnus shows the formula, I'm trying to understand the calculation and tie out to the example UA given by Striderlongshanks.

maxDamage * ((1 - critChance) * (2 - variance) / 2 + (critChance * critMultiplier))
critChance = .1, double critMultiplier = 2

Example weapon:
(Unarmed Weapon), 10.50-35, +12%a, 20%md, 1.5%mgc.d, (63.1/37 12.0/20.0)

37 (35+2) = MaxDamage
12.5 (10.5+2) = MinDamage
1-(12.5/37)= 0.662162162 = Variance (1-(min/max)
0.1 = Crit Chance
2 = CritMultiplier

37*((1-.1)*(2-.662162)/2+(.1*2)) = 29.675 and the answer should be 63.1.

Help??



1.) You have the variance wrong. It's 70% (0.7) The variance is:

var = 1 - (min/max)

2.) The minimum damage of any weapon is expressed this way:

min_dmg = max_dmg * (1 - variance)
10.5 = 35 * 0.3

3.) Blood drinker raises the maximum damage only. The new minimum damage would then be calculated using the above formula. Minimum damage depends SOLELY on Maximum and Variance.

4.) The intended order of operations for this equation isn't 100% clear.

Is it supposed to be this:
maxDamage * ((1 - critChance) * (2 - variance) / 2 + (critChance * critMultiplier))

or this:
maxDamage * (((1 - critChance) * (2 - variance)) / (2 + (critChance * critMultiplier)))

Using the first one, I get this:

35 * ((1-0.1) * (2 - 0.7) / 2 + (0.1 * 2))
35 * ((0.9) * (1.3) / 2 + (0.2))
35 * (0.585 + 0.2)
35 * (0.785) = 27.475

The second one yields:

35 * ((0.9 * 1.3) / 2.2) = 18.61

The first one is the correct average damage, I believe.
Gali_Nala
Posts: 44
Registered: 2001-3-13 09:37:23
Thanks. I've made the correction for the blood drinker.

I still don't know how it relates to the Magnus #, since that is what I've been trying to tie to.

He must be doing something with tinks.

What I want to do is look at the new max damages and derive a minimum number to loot.

i.e.

Axe is 68 w/ 90% variance the best number that Magnus would give is _X_. I want loot everything that is 90% of X.

Without knowing X I can't find 90% of the number and I'm certainly not lucky enough to see a 6.8 - 68 axe.

I don't know how the folks that are creating loot profiles are doing it. *scratch head*

edit:

the 27.475 is right

 

-----signature-----
Gali Nala ¤ Izz The Forgotten ¤ Lil' Marie
•OotS•
Atropa: Wow, took me about 20 minutes to take down that Crystal Lord
Crizznizzle: Did you throw all your wealth at it?
Mag-nus  1 star
Posts: 234
Registered:
Using the newer mag-tools that shows the calc'd tinked value, just id a weapon.

Then, put that # into your classic looter requirement as the value for buffed calced tinked value.

Make the value lower by 2 and raise it up if you think you're looting too many weapons.

The attack/defense mods are the same. Use the buffed longvaluekey and buffed doublevaluekey for those.
joeblow8579  2 stars
Posts: 257
Registered:
Gali_Nala posted:

Thanks. I've made the correction for the blood drinker.

I still don't know how it relates to the Magnus #, since that is what I've been trying to tie to.

He must be doing something with tinks.

What I want to do is look at the new max damages and derive a minimum number to loot.

i.e.

Axe is 68 w/ 90% variance the best number that Magnus would give is _X_. I want loot everything that is 90% of X.

Without knowing X I can't find 90% of the number and I'm certainly not lucky enough to see a 6.8 - 68 axe.

I don't know how the folks that are creating loot profiles are doing it. *scratch head*


Mag is using a buffed + optimally tinkered maximum average damage figure, which is very, very different from a base damage calculation like we were doing. He's assuming optimal tinks for best damage over time, buffs, and that sort of thing.

Do what he said. ID a weapon you think is good and note down the average damage number. Create a loot rule that picks up anything at or above that number with whatever mods you think you need.
Gali_Nala
Posts: 44
Registered: 2001-3-13 09:37:23
Ok, here's what I did, which is what I understand Magnus is doing in his formula.

I looked at the Wiki for max damages http://ac.wikkii.net/wiki/Loot/Master_of_Arms_Weapons
I input the best damage and best variance into Endy's calculator (assuming only 9 tinks and BD7)

This table should be the best DOT for non cantrip weapons:

Heavy Weapons
Vari-----Min D----Max D --Tink D
0.90-----06.80-----68-----94.11-----Axe
0.59-----27.06-----66-----93.99-----Spear
0.44-----30.80-----55-----83.85-----UA
0.47-----34.45-----65-----94.01-----Sword
0.40-----20.40-----34-----62.60-----Sword Multi
0.47-----34.45-----65-----94.01-----Dagger
0.40-----20.40-----34-----62.60-----Dagger Multi
0.38-----39.68-----64-----93.96-----Staff
0.30-----44.10-----63-----94.02-----Mace

Light / Finesse Weapons
Vari-----Min D----Max D --Tink D
0.80-----10.60-----53-----79.01-----Axe
0.65-----18.90-----54-----81.02-----Spear
0.43-----25.08-----44-----72.56-----UA
0.325----34.43-----51-----81.13-----Staff
0.42-----30.16-----52-----80.97-----Sword
0.24-----18.24-----24-----54.73-----Sword Multi
0.42-----30.16-----52-----80.97-----Dagger
0.24-----18.24-----24-----54.73-----Dagger Multi
0.23-----38.50-----50-----81.67-----Mace
0.325----34.43-----51-----81.13-----Jitte

Two-Handed Weapons
Vari-----Min D----Max D --Tink D
0.3-----27.3-----39-----69.07-----Cleavers
0.6-----16.8-----42-----68.96-----Spears

 

-----signature-----
Gali Nala ¤ Izz The Forgotten ¤ Lil' Marie
•OotS•
Atropa: Wow, took me about 20 minutes to take down that Crystal Lord
Crizznizzle: Did you throw all your wealth at it?
immortalbob  2 stars
Title: AC Vault Staff
I am batman!

Posts: 335
Registered: 2002-2-24 21:44:47
couple things are wrong there, light/finesse axes go up to 55 now (maybe higher?) and the variance for 2h spears improved this patch.

 

-----signature-----
ImmortalBob, Axer Extraordinaire
+Turbine Sappho tells you, "I am starting to think you are immortal"
joeblow8579  2 stars
Posts: 257
Registered:
immortalbob posted:

Filter

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It would also be nice to be able to filter out the green message when chugging.

The Elaborate Field Rations restores 100 points of your stamina.
You make the dried rations into field rations.

Basically "The ____ restores ___ points of your health/stamina/mana."
hggm  1 star
Posts: 186
Registered: 2006-12-26 14:56:08
Does Magtools loot your own chests now? I saw it had that option before, but it isn't looting things from my own chests that I pulled from the same loot profile.

Since I'm just trying Magtools out, I don't know if I am doing something wrong or if it is working as intended. I have vtank off, the loot profile loaded, along with vi item tools and auto loot chests loaded.

If the option was taken out, would you add an option to loot storage chests please?

Thank you.

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