It's out! (in General)

AdminNightStrike April 25 2007 2:17 AM EDT

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!

AdminQBnovice [Cult of the Valaraukar] April 25 2007 2:30 AM EDT

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...

Angel of Death [Hell Blenders] April 25 2007 2:32 AM EDT

how you open it and see whats in it?

AdminNightStrike April 25 2007 2:33 AM EDT

"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.

AdminNightStrike April 25 2007 2:34 AM EDT

AOD - FF2+ required. Or, really, any browser that implements java script properly. Gecko 1.8+ handles it. Perhaps some versions of Opera might.

AdminQBnovice [Cult of the Valaraukar] April 25 2007 2:37 AM EDT

hmm, I thought I tried that...

AdminNightStrike April 25 2007 2:40 AM EDT

Maybe I broke something. All of the functionality from before should still be there.

Are you using FF2?

AdminQBnovice [Cult of the Valaraukar] April 25 2007 2:40 AM EDT

doh, you did say FF 2 didn't you

AdminQBnovice [Cult of the Valaraukar] April 25 2007 2:44 AM EDT

looks great, but the totals for AS seem off...2.4 mil AS is claiming to give 800k HP

AdminNightStrike April 25 2007 2:45 AM EDT

Yeah, sorry about that. I had to ditch support for older browsers. FF 2 implements JavaScript 1.7, which has more ECMA Script features like Iterators, Generators, and the let statement. I needed those features to go further without tons of kludges.

On IE 6, to give you an idea of the lack of backwards compatibility, nothing renders at all -- it's just a white screen.

AdminNightStrike April 25 2007 2:47 AM EDT

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.......

AdminNightStrike April 25 2007 2:47 AM EDT

I just realized Bloodlust and Junction were deactivated. That's been fixed.

AdminQBnovice [Cult of the Valaraukar] April 25 2007 2:53 AM EDT

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.

AdminQBnovice [Cult of the Valaraukar] April 25 2007 2:55 AM EDT

So to start in with feature requests, how about having tattoos and the effects they have shown as part of the program...

AdminNightStrike April 25 2007 3:02 AM EDT


I think I can do that.

....I might have to think a bit more on it.

AdminNightStrike April 25 2007 3:21 AM EDT

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).

DreadedTiger [4x20] (-x) April 25 2007 3:35 AM EDT

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. :)

DiabloSpawn 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 and Java 1.4.2 on a Mac OS X 10.4.6.

AdminNightStrike April 25 2007 5:02 AM EDT

hmm.. I didn't think people would need to. I guess you're trying to highlight the numbers to copy/paste, correct?

DiabloSpawn 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)?

AdminNightStrike April 25 2007 5:09 AM EDT

XP:level is the same for every stat. The box that pops up gives you level:effect, which is different for each stat.

DiabloSpawn April 25 2007 6:04 AM EDT

Oh, ok, thanks NS, brilliant tool :)

Angel of Death [Hell Blenders] April 25 2007 4:50 PM EDT

NS put my formula in on that site

[RX3]Cotillion April 25 2007 4:55 PM EDT

Wow Nightstrike. This pwns... Great job. It'll make making strats MUCH MUCH MUCH MUUUUUUCHHHO GRANDE easier. :D

DreadedTiger [4x20] (-x) April 25 2007 7:57 PM EDT

Lol @ AoD for thinking that one Evasion value is a "formula", let alone accurate.

Admindudemus [jabberwocky] April 25 2007 8:24 PM EDT

wow! very nice.

AdminNightStrike April 25 2007 9:15 PM EDT

AoD, your formula isn't valid.

[RX3]Cotillion April 25 2007 9:16 PM EDT

Someone readjust the wiki.

Angel of Death [Hell Blenders] April 26 2007 3:53 AM EDT

it is valid i did the it for the 5 evasion levels i did

AdminNightStrike April 26 2007 4:29 AM EDT

Let's keep this thread about the calculator program itself.

Angel of Death [Hell Blenders] April 26 2007 4:41 AM EDT

redecks the numbers i put in wiki are correct so dont worry about those, i tested them myself

AdminNightStrike April 26 2007 4:51 AM EDT

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.

QBOddBird April 26 2007 12:22 PM EDT

Yay calculator! All hail NS! and me!

AdminNightStrike April 26 2007 8:51 PM EDT

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?

DreadedTiger [4x20] (-x) April 30 2007 3:37 AM EDT

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 :)

AdminNightStrike April 30 2007 12:11 PM EDT

Thanks for the feedback. Any more bugs?

NoFear 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.

AdminNightStrike May 1 2007 4:48 PM EDT

All Evasion values updated to coincide with the ones I put in the wiki (exact up to 90)

AdminNightStrike May 9 2007 1:08 PM EDT

Shade just uploaded it to 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.)

AdminShade May 9 2007 1:48 PM EDT

Very nice :)
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