Okay, maybe not the greatest, but for quality it beats everything I have seen so far. You do sacrifice a bit of ease of use, but it allows you to easily test individual items and (I believe) works for every class. Most importantly, it is built to be expanded to incorporate all relevant stats.
I uploaded it to a google drive and plan to post a link shortly, but first wanted to ask for any suggestions on things to do beforehand (other places to host, ways to protect the spreadsheet, anything of the sort).
Thanks for any help, and I hope this turns out useful! I plan to expand the functionality quickly if there is a strong interest.
My spreadsheet works by letting you put in your own items, then adds it up for you. No longer do you have to add up the numbers yourself! This, of course, makes the process a bit slower, but does allow you to test individual item changes (and is built to allow you to do just that).
It works for every class. If it doesn't (and I'm sure bugs exist) I will fix it.
It is built to be expanded beyond just damage -- mitigation, spell breakdowns, EH, TTL, all things I can add with this design.
It requires Excel
Please let me know if you have any suggestions/input of any sort. If you think my spreadsheet is a waste of time, please let me know why! Or better yet, what it would need to make you use it. Let me know of any bugs you find or features you think would be helpful that you haven't found elsewhere and I will see what I can do to add them.
Hello, first let me start by saying thank you for your efforts, hard work and dedication. This sort of spreadsheet is exactly what I was looking for in terms of min/maxing my gear and stats. Although I am only in ACT II of Nightmare, now is a good time as any to start looking at the numbers and working them in my favor.
Currently I am using a one-handed sword with a off-hand shield. Stats are as follows on my weapon...
On the spreadsheet, when I go to input my weapon I choose "One-Handed Mighty Weapon". My APS is automatically done for me (yah!), then I begin to choose my other bonus stats.
My question is ... Where is the options for "Bonus Damage (low)" and "Bonus Damage (high)"?
I can see that you have these options in the drop down menus (very nice by the way) for other items like shoulders, rings, etc. But I do not see them in the list for weapons of any kind.
Is there something I am doing wrong or missing? Everything else seems to be working just fine in terms of options and inputting stats.
Thank you and I look forward to your response. Keep up the great work and thanks again.
Heads up! Completely untested for anything under 60. In fact, it will not be accurate, because at lower levels you have different base stats, which are factored into the calculations. If there is an interest in lower levels, I would be happy to add it, but I would need a bit of help testing it.
And now to your specific question. The thing about weapons is, unlike other things, there is no way of splitting the base damage and the bonus damage. Luckily for us, it doesn't matter! All damage is treated the same, just put in the high and low end. The only damage modifier I have at the moment is Damage (Total) because it doesn't actually matter if it is min or max, it all ends up the same. The only time you should ever need this on a weapon is to issue a corrective number of +/- .25, .5, .75, 1, 1.25, or 1.5, to adjust for +%dmg.
If you want me to try to work in lower levels, whisper me, and I'd be happy to see if I can get it working with you!
Ah .. okay, All that seems to make sense. And, yeah it would seem that I was missing a 'huge factor' -- I'm not at max level yet! lol. Silly me. No worries on my part for doing more work at the lower levels. I certainly appreciate the offer for the help on my way up, but I'll be at 60 soon enough. So no need to do extra work on your part, you've already given me a great tool to work with.
Thanks for the informative response. Keep up the great work.
May the RNG gods smile in your favor in all of your adventures in Sanctuary.
Great work so far. The Health total is not working for me at the moment. I looked into the Stats section and it is showing the right amount of Vitality and Life %, but it does not calculate the total.
Also, you should change the default Item Type under "Test Item" to None when you publish it. It confused me for a bit why all my stats were slightly off and then I realized the Test Item default was "Gloves" and it was removing my Gloves stats and replacing them with nothing.
Edit 3: I changed "Health" to "Life" and it works perfectly. "Health" is actually not even a valid option for that field, actually - yet it was published as such.
Basically, just two small default settings that should be changed to correct ones before you push it out to Google Docs - you've been very thorough with doing each class from what I've seen!
Had already changed those two default settings, but evidently didn't upload the changes yet. Thanks!
Corrected Vit gems
My tests showed armor being calculated correctly as designed, though there may be clearer ways of designing it.
Calculation being off by a mile confuses the hell out of me. Maybe there is a class specific issue or something, I will look into it. Barb/Monk are, admittedly, what I have been able to test least.
Noted and corrected the red gem issue.
Only Sheet4 is meant to be changed. If you screw with the rest, you will probably break things. I have included a warning.
I will look to including a lifesteal change, with potential difficulty and level dropdowns.
Mitigation, dodge, etc, are other things I plan to add, but only if there is a demand for it. I hadn't made much effort to including those so far, because I just hadn't seen any expressed interest. If it exists, I can get to work on it tonight.
Tested the spreadsheet on my barb, found a few bugs, but not the ones mentioned quite yet. Will look to release an update today. I hope to include effective health by the end of the weekend.
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I uploaded it to a google drive and plan to post a link shortly, but first wanted to ask for any suggestions on things to do beforehand (other places to host, ways to protect the spreadsheet, anything of the sort).
Thanks for any help, and I hope this turns out useful! I plan to expand the functionality quickly if there is a strong interest.
Updated 6/14/2012 (again)
https://docs.google.com/open?id=0ByhLu7qX6N3LOV92TmFoUm01ejA
What makes it different:
Currently I am using a one-handed sword with a off-hand shield. Stats are as follows on my weapon...
Character Class: Barbarian
Name: Terrible Knock
Type: Rare Mighty Weapon (1-hand)
DPS: 36.4
Damage (low): 20
Damage (high): 36
APS: 1.30
Bonus Damage (low) +2
Bonus Damage (high) +6
Vitality: +60
Maximum Fury: +6
Has Socket: 1
On the spreadsheet, when I go to input my weapon I choose "One-Handed Mighty Weapon". My APS is automatically done for me (yah!), then I begin to choose my other bonus stats.
My question is ... Where is the options for "Bonus Damage (low)" and "Bonus Damage (high)"?
I can see that you have these options in the drop down menus (very nice by the way) for other items like shoulders, rings, etc. But I do not see them in the list for weapons of any kind.
Is there something I am doing wrong or missing? Everything else seems to be working just fine in terms of options and inputting stats.
Thank you and I look forward to your response. Keep up the great work and thanks again.
BrocSamson (Barbarian in training)
And now to your specific question. The thing about weapons is, unlike other things, there is no way of splitting the base damage and the bonus damage. Luckily for us, it doesn't matter! All damage is treated the same, just put in the high and low end. The only damage modifier I have at the moment is Damage (Total) because it doesn't actually matter if it is min or max, it all ends up the same. The only time you should ever need this on a weapon is to issue a corrective number of +/- .25, .5, .75, 1, 1.25, or 1.5, to adjust for +%dmg.
If you want me to try to work in lower levels, whisper me, and I'd be happy to see if I can get it working with you!
Thanks for the informative response. Keep up the great work.
May the RNG gods smile in your favor in all of your adventures in Sanctuary.
Also, you should change the default Item Type under "Test Item" to None when you publish it. It confused me for a bit why all my stats were slightly off and then I realized the Test Item default was "Gloves" and it was removing my Gloves stats and replacing them with nothing.
Edit 3: I changed "Health" to "Life" and it works perfectly. "Health" is actually not even a valid option for that field, actually - yet it was published as such.
Basically, just two small default settings that should be changed to correct ones before you push it out to Google Docs - you've been very thorough with doing each class from what I've seen!
Corrected Vit gems
My tests showed armor being calculated correctly as designed, though there may be clearer ways of designing it.
Calculation being off by a mile confuses the hell out of me. Maybe there is a class specific issue or something, I will look into it. Barb/Monk are, admittedly, what I have been able to test least.
Noted and corrected the red gem issue.
Only Sheet4 is meant to be changed. If you screw with the rest, you will probably break things. I have included a warning.
I will look to including a lifesteal change, with potential difficulty and level dropdowns.
Mitigation, dodge, etc, are other things I plan to add, but only if there is a demand for it. I hadn't made much effort to including those so far, because I just hadn't seen any expressed interest. If it exists, I can get to work on it tonight.
I have updated the sheet.