It's out! (in General)
There it is. Please find what's broken before I send it off to Shade.
Btw, the effects for Evasion, Protection, and UC are as accurate as I can be given current data sets. Want more accuracy? Help by providing me more data!
Sweet, this was a huge help when I was trying to decide what to do with Conundrum!
Maybe I'm missing something but it would nice if it was possible to enter trained levels and get the xp totals back for each minion...
how you open it and see whats in it?
"Maybe I'm missing something but it would nice if it was possible to enter trained levels and get the xp totals back for each minion..."
You can type numbers in the "level" field for any stat. That will automatically generate the XP for that level, add the XP to the minion's total, and figure out the new total XP for the entire character as well as the character's MPR.
Similarly, you can type in a value in the XP field. It will be dropped to the highest level boundary, and the above will all be recalculated.
This reminds me. Place any feature requests here, too.
AOD - FF2+ required. Or, really, any browser that implements java script properly. Gecko 1.8+ handles it. Perhaps some versions of Opera might.
hmm, I thought I tried that...
Maybe I broke something. All of the functionality from before should still be there.
Are you using FF2?
doh, you did say FF 2 didn't you
looks great, but the totals for AS seem off...2.4 mil AS is claiming to give 800k HP
On IE 6, to give you an idea of the lack of backwards compatibility, nothing renders at all -- it's just a white screen.
The effects of things like AS are computed based on the char you have set up. You can turn minions on and off by clicking on their title. AS displays an effect based on the number of minions activated (1,2 - 50%, 3 - 40%, 4 - 36.75%, and 5 - 33.25%)
In retrospect, I don't know how to turn on five minions.......
I just realized Bloodlust and Junction were deactivated. That's been fixed.
I thought that might be the case, as normal this is a case of me being "bad at math" more than anything else...just want to say again it looks awesome.
So to start in with feature requests, how about having tattoos and the effects they have shown as part of the program...
I think I can do that.
....I might have to think a bit more on it.
Ok, I added a "Familiar" checkbox at the bottom. This will affect the AS calculation.
Note that Junction gives you the tattoo level that you can have to keep 1.0. I couldn't think of anything else that would be useful, aside from calculated a Junction effect off of MTL (Nerevas came up with an ok way to get MTL).
Absolutely brilliant.. all the way around! Quite accurate too, as far as I can tell. This will be nice for testing out those strats without actually having to retrain your stats.
Suggestion: Implement an equipment section where the bonuses/penalties from your equipment is automatically adjusted into the calculator.. but I would guess that is a little ways down the road. :P
Maybe Jon will officially add this as a sandbox of sorts.. I think someone suggested that a while ago, and now it's actually a reality. :)
April 25 2007 4:56 AM EDT
It looks great but unfortunately I can't seem to click on the spells when hovering over the options. The box disappears just before I can click it... I'm using FF 188.8.131.52 and Java 1.4.2 on a Mac OS X 10.4.6.
hmm.. I didn't think people would need to. I guess you're trying to highlight the numbers to copy/paste, correct?
April 25 2007 5:04 AM EDT
ohhh, so I don't have to select the spell to get its XP relative to its level, ie. they all work on the same formula (for each spell type)?
XP:level is the same for every stat. The box that pops up gives you level:effect, which is different for each stat.
April 25 2007 6:04 AM EDT
Oh, ok, thanks NS, brilliant tool :)
NS put my formula in on that site
Wow Nightstrike. This pwns... Great job. It'll make making strats MUCH MUCH MUCH MUUUUUUCHHHO GRANDE easier. :D
Lol @ AoD for thinking that one Evasion value is a "formula", let alone accurate.
AoD, your formula isn't valid.
Someone readjust the wiki.
it is valid i did the it for the 5 evasion levels i did
Let's keep this thread about the calculator program itself.
redecks the numbers i put in wiki are correct so dont worry about those, i tested them myself
Well, to be honest, I think this is a recent record for number of posts before going off topic....
But still, please keep this thread about the calculator itself.
April 26 2007 12:22 PM EDT
Yay calculator! All hail NS! and me!
Ok, Protection/Evasion/UC values that are above what I have in my XML are now handled without crashing the script.
If the highest value I have is, for instance, Protection: 173,277 (27), then any value entered above 173,277 (so 173,278 and above) will be displayed as an effect of "27+"
Also, I don't know if I should only include exact data in the xml file. Opinions?
I like the way that an "unaccurate" Evasion level gives "138+", for example, as a value. This means it is most likely 138, but COULD be 139 or more. The lowest possible value is better than an inaccurate value any day :)
Thanks for the feedback. Any more bugs?
May 1 2007 8:20 AM EDT
Havent found any bugs really... but u could have an addon for XP for each catagory.
like a little + on the edge which you click on and you can add current unspent XP in there... not sure. just an idea, andif you want any more design stuff CM me.
All Evasion values updated to coincide with the ones I put in the wiki (exact up to 90)
Shade just uploaded it to cbstuff.nl. Enjoy :)
(and notice the new w3c approvals at the bottom...... the CSS would be validated if there was a legal way to do opacity. Ah, well.)
May 9 2007 1:48 PM EDT
Very nice :)
This thread is closed to new posts.
However, you are welcome to reference it
from a new thread; link this with the html
<a href="/bboard/q-and-a-fetch-msg.tcl?msg_id=0025j9">It's out!</a>