This is rather impressive. I've wanted to respond with compliments, but everyone else's posts are actually constructive and not simply congratulatory, so I didn't. But now I am. I'm excited to see the final product and even as it is is a wonderful tool. Props
Thanks man. I think its pretty cool and hopefully it will provide some use or fun or both to somebody when its finished
Ofmg....I really haven't done my share on this thing. Well I should gain some (key word) time back to aid on the advances you made Pions. The Project, which is a different type of D3 communit site. It's been my after work "work" for the past 3 weeks now and will be launching tomorrow. Already got the permission to make a nice thread from Sixen, who has been looking at the progress.
You're doing good and hope to work with ya more on this thing, have missed the Excel doc a little.
I have been messing around with the calculator itself these last few days. I have got it to:
- Calc the attributes for each class
- Show the image for the chosen class
- For that chosen class, the list of gear (atm only head gear i.e. helms, hats etc) is provided. The equipment shown is only that that can be equipped. For example, when choosing the barb the list will not included voodoo masks
- The user can choose which head gear to wear
- From that choice, determines required level to wear it
- From that choice, determines provided benefits to user
As this is really drjdredscythe's project I am happy for this not to be used or to be used in the official calculator completely. I was just bored (as I am currently unemployed) so I thought I would mess around
EDIT: The shoulders are now added. Moving onto the torso and will add new download link when i get dropbox installed
Thats cool work. I haven't been able to touch the thing in over a week. Sick and the more pressing project...IE ummm.....well here's a pic of the project....leaving clues around : D
Its almost there, almost ready, waiting on few remaining things....
P.S. 200 sounds like a lot of people don't it?
P.S.S. The many blackouts are to get you curious wheeee!
Heya. Can I ask how this excel sheet is different from what the D3DB guys already have in their character planner? Just curious.
Well my calc is (now) more of a free use excel sheet. They still have a few things to do on theirs.
-It isn't accounting for base stats, or what level you are.
-it doesn't have some of the formulas, BUT nor do we (crit, DR, etc.).
-It's only giving ranges with equipment, can't put in your EXACT DPS, EXACT Damage, etc.
-also cant edit the random properties, that's a huge lose of additional stats.
IT IS what I was thinking of. They are well off and with only a few things listed above, basically there on a community character planner. I will be using my excel sheet as a proof to what they are doing and also a way for people to see what they will be EXACTLY at any level with exact numbers inputted rather than ranges. Wont be pretty or quick but I like to know my exact numbers.
Only 3 champions have linear scaling for 1-13 naked Vitality stats, the other 2 are off in a weird way I don't really understand. The Wizard for example, his Health per Vitality decrease by leveling up. Now to understand this better we will need some numbers from beta testers adding Vitality items to diffent champion types and provide us with the results. Obviously we won't be able to determine the formula from the base stats only.
I agree with the three having linear and that 2 are different namely the Wizard and the Demon Hunter. After looking thru the stats from: http://s273.photobuc...ablo%203/stats/
It is clear that the Vitality of both up in alternating amounts i.e. +1 +2 +1 +2 etc. Therefore every two levels they gain +3 Vitality. With this they gain 20HP so thats 20HP per 3 Vitality and this remains constant thru the 13 levels.
Yup that's correct. One thing to give the melee-ish classes a one up on the cannon-ish classes I suppose.
I've been meaning to update the calculator but been really busy these past 3 days. F/T Job, plus Wedding stuff, plus getting a D3 site ready to go, just not enough time in the day nor week to do everything I want for the community. I will be updating the calc no matter what with all 5 classes today so all are on it. I'll also do some graphs for a visual aid as well.
On that note, what graphs would you like to see (that we can test out with the little certain info we have)?
1) The XP equation, curve seems to show by the time we reach level 60, we'll have gotten anywhere between 725,000 to 800,000 XP. The projected amount on my graph versus the amount based on the equation of that graph don't match quiet as much as wanted; need to check.
2) Even though the %CRIT goes in a wired directions per level, the Amount of Precision per %CRIT does in fact go up per level. The only thing that bugs me, and makes me think its a part Expodential that levels off, is that from level 12-13 the amount seem to be smaller on my graph. Will post pictures later on tonight, along with a newer version of the excel sheet.
Feel free to PM me with any information you got. Keeping a list of contributers so all get credit here.
1) According to the data mined data, the XP curve is rather flat. Possible changes for the final...
- The curve will get changed, and was only for beta (very likely)
- XP bonus items will get tuned down a notch
- XP penalties will be very high for fighting over-/underleveled enemies
The way it is right now, monster xp seems to have a base exp of around 30. With the current scaling this will make it rather easy to reach level 60, so it's unlikely for higher level monsters to give more exp. Champions and unique enemies seem to have a fixed multiplier.
2) It appears that the crit calculation uses a reference table to a precalculated scaling factor. For level 1 this is 0.33333, going all the way down to 0.0114 at level 60. The values have been posted.
As I have agreed with many in this and previous posts, yes, I am fully aware of the XP curve is not final. In fact, I agree 100% it won't be the same. I did this just to get an idea. More like shits-&-giggles than anything else. This will be fixed at release, along with pretty much everything (that changes mind you) from beta to release.
Could you point me to this thread with the talk about the crit table? Is it used for all five classes (yes / no / different) ?
Thanks
EDIT: Going from a concept standpoint, would you rather be able to input each stat on a piece of armor, and figure out upgrades from there AND/OR use the calculator to just figure out how much of a stat to obtain a certain desired amount.
Firstly i love this and think its very important. I have been messing around with this and I believe i have official ways to calculate all of the 4 stats for each class (because the equations are different for each class). I also have the equations for HP based upon the calculated vitality.
Now these equations are so far all linear but we will not know if they change until release as HP gain per level may tail off at higher levels
Also it seems that some of the stats have a harmonic nature to them i.e. the wizards vitality doesnt increase by 2 every level like the barbarian but alternates between +1 and +2 depending on the level
But as i say (based on current evidence) most of the stuff is linear and i have the equations for aswell as HP. After that i want to work out Basic Attack per sec, the most important stat
I agree with everything you said. Unlike the pictures above, I have added a lot more to the sheet and really should get a newer version for testing and debugging. The reason I haven't already is because my home PC decided to got to *poof*. A new Motherboard, PCU, and RAM (a total of 350 bucks later) home comp back in action.
Two quick notes:
1) The XP equation, curve seems to show by the time we reach level 60, we'll have gotten anywhere between 725,000 to 800,000 XP. The projected amount on my graph versus the amount based on the equation of that graph don't match quiet as much as wanted; need to check.
2) Even though the %CRIT goes in a wired directions per level, the Amount of Precision per %CRIT does in fact go up per level. The only thing that bugs me, and makes me think its a part Expodential that levels off, is that from level 12-13 the amount seem to be smaller on my graph. Will post pictures later on tonight, along with a newer version of the excel sheet.
Feel free to PM me with any information you got. Keeping a list of contributers so all get credit here.
Known, but this might change. Right now its mostly +2/+2/+2/+1 per level.
-Current XP (at beginning of level) along with XP to next
Known, but the likelyhood of this changing in the final version, according to my opinion, is very high.
-Base Stats of character and basic information that gowith each stat:
Defense
BlockAmount:
BlockChance:
DodgeChance:
DamageReduction: This is just the defense rating
Life
MaximumLife:
LifePer Second:
LifeSteal:
LifePer Kill:
LifePer Hit:
Resource1 MaximumArcane Power:
ArcanePower Regenerated Per Minute:
Adventure2 "?"3 GoldFind:
MagicFind:
Gold find will likely scale linear. Magic find will be server side, so we won't know unless Blizzard releases the formula. This will likely be similar to D2, diminish return.
You can do this, but it won't be accurate until the final is released. Some data might never be accurate, as the game is all server side now. That's just the way it is.
First off thank you for the notes, and links. I will use them in updating the sheet. I agree a lot will change over the next few coming months before release, but at least we have a little more time to perfect it.
On your MF note, and some data as a whole. As long as we can nail down the ones that effect our characters the most, crit, crit dmg, % dmg, etc. and are within a small to no percent error; I'll be good with that.
Life
MaximumLife:
LifePer Second:
LifeSteal:
LifePer Kill:
LifePer Hit:
Resource1 MaximumArcane Power:
ArcanePower Regenerated Per Minute:
Adventure2 "?"3 GoldFind:
MagicFind:
NOTES:
1.) The Resource will change per class. I just happen to use Wizard off the bat.
2.) Assuming title is "Adventure". The screenshot I had it covered up partially by a tooltip.
3.) Do not know what this is. Same tooltip as above, was covering this detail up
What I've done so Far:
(Remember, only using Wizard as an example. Certain things will have to change, from class character sheet to sheet)
I built two tables, two information blocks, the excel version of the character sheet, and began building a crude armor table.
The first table, (top most table) is for inputting the base stats of the class, per level. The numbers you see (in White) are just made up numbers to test the sheet, and formulas out. They will have to be figured out and inputted.
I believe this will be needed because of twinking, looking for the pattern of points per level (linear or curve) and just handy to know.
The second table, (right bellow the first) just monitors the change in stats from the previous level, to the current. Makes it easier to see any patterns.
The first information block with the titles, "Total Increase" and "Avg. Attribute (per Level)" is where it is taking the total increase of each stat point from levels 1-13 (why level 13 is highlighted in first table) and divide by 13, for the avg. point(s) per level.
The second information block, uses the avg. point(s) per level and projects it to level 60. The giant note is basically saying that I don't know if the amount of points is based on a nice, even, none-offset pattern or based on something else. It's a start, definitely not 100% correct. The first and second information block do not match because the first is only being based off the first 13 levels, not big enough sample size to get to 60.
Further examples of what I mean:
Taking at level 1, you had (for simplicity sake "0" points)
With the patterns above, we won't know for certain till the first 60''s hit and we can record it down.
The character sheet is more or less just laid out. The stats, however, are being inputted using a formula from the first table. All you need to do is click where the level number is, in the sheet, and drag down to any level you want. It will then input the correct numbers. To check, the cells in the first table will highlight to the level you select (in the picture, it is LV 46).
The armor sheet is incomplete, but it gives you a good start at what I want to do.
My Goal with this:
Get this thing working to predict accurately what a player should have with any gear inputted at any level. After that, hand it over to the web devs and build it online.
Building a Bigger, Badder, Skill & Attribute Calculator....made in-house by help of all DiabloFans.
What's left to do:
Finish off Armor sheet
Make tables for XP per levels
Start hunting through forums, talk to people in the good ol' theorycraft section.
Get all formulas in the character sheet and start testing
***WHEN, NOT IF the excel version is done, the website one can be done (not by me, someone else; busy with work, family . . . . oh planning wedding too! LOL) I have a blanked out character sheet ready for use, and will get the details sheet done sometime this week.
Ofmg....I really haven't done my share on this thing. Well I should gain some (key word) time back to aid on the advances you made Pions. The Project, which is a different type of D3 communit site. It's been my after work "work" for the past 3 weeks now and will be launching tomorrow. Already got the permission to make a nice thread from Sixen, who has been looking at the progress.
You're doing good and hope to work with ya more on this thing, have missed the Excel doc a little.
Thats cool work. I haven't been able to touch the thing in over a week. Sick and the more pressing project...IE ummm.....well here's a pic of the project....leaving clues around : D
Its almost there, almost ready, waiting on few remaining things....
P.S. 200 sounds like a lot of people don't it?
P.S.S. The many blackouts are to get you curious wheeee!
let Y = (2167.5*LEVEL - 158167.5);
let X = (1/Y);
%DR = 100 - ( 100% / (Armor*X + 100%) )
So, %DR (in the case of a level 13 = 100 - ( 1.00 / (Armor @L13 * {1 / [ (2165.7 * 13) - 158167.5] } + 1.00 )?
Do I have it right?
Well my calc is (now) more of a free use excel sheet. They still have a few things to do on theirs.
-It isn't accounting for base stats, or what level you are.
-it doesn't have some of the formulas, BUT nor do we (crit, DR, etc.).
-It's only giving ranges with equipment, can't put in your EXACT DPS, EXACT Damage, etc.
-also cant edit the random properties, that's a huge lose of additional stats.
IT IS what I was thinking of. They are well off and with only a few things listed above, basically there on a community character planner. I will be using my excel sheet as a proof to what they are doing and also a way for people to see what they will be EXACTLY at any level with exact numbers inputted rather than ranges. Wont be pretty or quick but I like to know my exact numbers.
A situation of this or that...
Yup that's correct. One thing to give the melee-ish classes a one up on the cannon-ish classes I suppose.
I've been meaning to update the calculator but been really busy these past 3 days. F/T Job, plus Wedding stuff, plus getting a D3 site ready to go, just not enough time in the day nor week to do everything I want for the community. I will be updating the calc no matter what with all 5 classes today so all are on it. I'll also do some graphs for a visual aid as well.
On that note, what graphs would you like to see (that we can test out with the little certain info we have)?
As I have agreed with many in this and previous posts, yes, I am fully aware of the XP curve is not final. In fact, I agree 100% it won't be the same. I did this just to get an idea. More like shits-&-giggles than anything else. This will be fixed at release, along with pretty much everything (that changes mind you) from beta to release.
Could you point me to this thread with the talk about the crit table? Is it used for all five classes (yes / no / different) ?
Thanks
EDIT: Going from a concept standpoint, would you rather be able to input each stat on a piece of armor, and figure out upgrades from there AND/OR use the calculator to just figure out how much of a stat to obtain a certain desired amount.
I agree with everything you said. Unlike the pictures above, I have added a lot more to the sheet and really should get a newer version for testing and debugging. The reason I haven't already is because my home PC decided to got to *poof*. A new Motherboard, PCU, and RAM (a total of 350 bucks later) home comp back in action.
Two quick notes:
1) The XP equation, curve seems to show by the time we reach level 60, we'll have gotten anywhere between 725,000 to 800,000 XP. The projected amount on my graph versus the amount based on the equation of that graph don't match quiet as much as wanted; need to check.
2) Even though the %CRIT goes in a wired directions per level, the Amount of Precision per %CRIT does in fact go up per level. The only thing that bugs me, and makes me think its a part Expodential that levels off, is that from level 12-13 the amount seem to be smaller on my graph. Will post pictures later on tonight, along with a newer version of the excel sheet.
Feel free to PM me with any information you got. Keeping a list of contributers so all get credit here.
First off thank you for the notes, and links. I will use them in updating the sheet. I agree a lot will change over the next few coming months before release, but at least we have a little more time to perfect it.
On your MF note, and some data as a whole. As long as we can nail down the ones that effect our characters the most, crit, crit dmg, % dmg, etc. and are within a small to no percent error; I'll be good with that.
keep on trucken...?...!
I've been busy over the past two weeks setting up an Excel Character Sheet that will list:
-Character's Level
-Current XP (at beginning of level) along with XP to next
-Base Stats of character and basic information that gowith each stat:
Attack:"All Damage Increased by"
Precision:"Chance to Critical Hit"
Defense:"All Damage Reduced by"
Vitality:"Life"
-Display Armor Value
-Display the five Resistances:
Cold,Fire, Lightning, Poison & Arcane.
-Basic attack, DPS
-Also will show all details:
Offense
DamageIncrease:
AttacksPer Second:
Casting Speed:
CriticalHit Chance:
CriticalHit Damage:
Defense
BlockAmount:
BlockChance:
DodgeChance:
DamageReduction:
Life
MaximumLife:
LifePer Second:
LifeSteal:
LifePer Kill:
LifePer Hit:
Resource1
MaximumArcane Power:
ArcanePower Regenerated Per Minute:
Adventure2
"?"3
GoldFind:
MagicFind:
NOTES:
1.) The Resource will change per class. I just happen to use Wizard off the bat.
2.) Assuming title is "Adventure". The screenshot I had it covered up partially by a tooltip.
3.) Do not know what this is. Same tooltip as above, was covering this detail up
What I've done so Far:
(Remember, only using Wizard as an example. Certain things will have to change, from class character sheet to sheet)
I built two tables, two information blocks, the excel version of the character sheet, and began building a crude armor table.
The first table, (top most table) is for inputting the base stats of the class, per level. The numbers you see (in White) are just made up numbers to test the sheet, and formulas out. They will have to be figured out and inputted.
I believe this will be needed because of twinking, looking for the pattern of points per level (linear or curve) and just handy to know.
The second table, (right bellow the first) just monitors the change in stats from the previous level, to the current. Makes it easier to see any patterns.
The first information block with the titles, "Total Increase" and "Avg. Attribute (per Level)" is where it is taking the total increase of each stat point from levels 1-13 (why level 13 is highlighted in first table) and divide by 13, for the avg. point(s) per level.
The second information block, uses the avg. point(s) per level and projects it to level 60. The giant note is basically saying that I don't know if the amount of points is based on a nice, even, none-offset pattern or based on something else. It's a start, definitely not 100% correct. The first and second information block do not match because the first is only being based off the first 13 levels, not big enough sample size to get to 60.
Further examples of what I mean:
Taking at level 1, you had (for simplicity sake "0" points)
linear:
0 1 2 3 4 5 6 7 8 9 10 11 12
linear Offset:
0 0 1 2 3 4 5 6 7 8 9 10 11 "OR"
0 0 1 1 2 2 3 3 4 4 5 5 6
Curve:
0 1 2 2 3 4 4 5 6 6 7 8 8
X2:
0 1 2 3 5 7 9 11 14 17 20 24 28
With the patterns above, we won't know for certain till the first 60''s hit and we can record it down.
The character sheet is more or less just laid out. The stats, however, are being inputted using a formula from the first table. All you need to do is click where the level number is, in the sheet, and drag down to any level you want. It will then input the correct numbers. To check, the cells in the first table will highlight to the level you select (in the picture, it is LV 46).
The armor sheet is incomplete, but it gives you a good start at what I want to do.
My Goal with this:
Get this thing working to predict accurately what a player should have with any gear inputted at any level. After that, hand it over to the web devs and build it online.
Building a Bigger, Badder, Skill & Attribute Calculator....made in-house by help of all DiabloFans.
What's left to do:
Finish off Armor sheet
Make tables for XP per levels
Start hunting through forums, talk to people in the good ol' theorycraft section.
Get all formulas in the character sheet and start testing
***WHEN, NOT IF the excel version is done, the website one can be done (not by me, someone else; busy with work, family . . . . oh planning wedding too! LOL) I have a blanked out character sheet ready for use, and will get the details sheet done sometime this week.
Anyone interested can go here and download it:
Picture of Blanked out Character sheet:
^ Was made from the Chinese site dump, along with a few screenshots to make it complete and ready for website use.
Will update as more is added, feel free it comment or ask anything.
Drjdredscythe