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Weapon Mod Calculator

heero139heero139 Member Posts: 125 Arc User
I made this spreadsheet for some of my friends but decided it was interesting enough to publish.

Here is a read-only link to google docs: http://goo.gl/0eORq

You can make a copy on google docs or download it as an excel file.

The aim of this is to provide you with the most optimal set of weapon modifiers for your specific ship build, since, most of the time, the answer to the question is "it depends." This only compares Very Rare and Ultra Rare items.

Don't change anything on the Refs sheet or the Tables sheet. You will need to enter all the data in column C on the main sheet for your character, and all the calculations will be made for you.

Sorry I couldn't find a good way for it to indicate the highest valued mods for you, so you'll just have to look through the list and find the highest numbers.

The "other" fields are there for things which are not preset in the spreadsheet, such as targeting bonuses from the omega deflector, etc. You can calculate those bonuses manually and include them under other.

If you're considering (esp. PvP) environments where accuracy/defense is non-trivial, you can enter an enemy defense value.
Zekkie@h33r0yuy
Post edited by heero139 on

Comments

  • afree100afree100 Member Posts: 332 Arc User
    edited May 2013
    Very Nice :)

    Edit: One question though, how did you procure the numbers for CrtD,CrtH etc (esp to that accuracy)?
    Starfleet M.A.C.O. KDF Honor Guard
  • heero139heero139 Member Posts: 125 Arc User
    edited May 2013
    The formula this uses for calculation generally follows this form:

    Avg. DPH = Base Weapon Damage * Damage Bonus * Chance to Hit * (1 + (Critical Chance + Critical Severity))

    In order to find the increase in Avg. DPH, and thus also DPS,


    Ratio increase = (Avg. DPH after mods) / (Avg. DPH before mods)


    This is the number it is displaying by each set of mods. Every set uses the same baseline Avg. DPH before mods, so the comparison is normalized to the same value. Also, because the base weapon damage is both the same on the top and bottom of this ratio, it doesn't matter what number that is, the ratio will remain the same (which is why I elected to use the number 1).

    If you're asking for the sources I've used to generate all the intermediate calculations, I can find them another time. It's late.
    Zekkie@h33r0yuy
  • afree100afree100 Member Posts: 332 Arc User
    edited May 2013
    Yeah I am asking for the sources, dosen't need to be specific, just a sentence to a few sentences. Because I have had great difficulty getting them in the past.
    Starfleet M.A.C.O. KDF Honor Guard
  • drkfrontiersdrkfrontiers Member Posts: 2,477 Arc User
    edited May 2013
    heero139 wrote: »
    The formula this uses for calculation generally follows this form:

    Avg. DPH = Base Weapon Damage * Damage Bonus * Chance to Hit * (1 + (Critical Chance + Critical Severity))

    In order to find the increase in Avg. DPH, and thus also DPS,


    Ratio increase = (Avg. DPH after mods) / (Avg. DPH before mods)


    This is the number it is displaying by each set of mods. Every set uses the same baseline Avg. DPH before mods, so the comparison is normalized to the same value. Also, because the base weapon damage is both the same on the top and bottom of this ratio, it doesn't matter what number that is, the ratio will remain the same (which is why I elected to use the number 1).

    If you're asking for the sources I've used to generate all the intermediate calculations, I can find them another time. It's late.

    You like maths don't you? Very cool mate. Would you mind if I include a link to this for a new Boot Camp Site I am working on?
  • bareelbareel Member Posts: 3 Arc User
    edited May 2013
    afree100 wrote: »
    Yeah I am asking for the sources, dosen't need to be specific, just a sentence to a few sentences. Because I have had great difficulty getting them in the past.

    From a quick glance the ref. tables all look to be correct. How damage is calculated has been explored to death already no need to rehash it.

    Finally this sheet compares everything from a 'relativity' standpoint so yeah.

    Awesome sheet mate, thanks for taking the time to make and share!

    PS: I'd love to see what you could do with an EHP sheet
  • heero139heero139 Member Posts: 125 Arc User
    edited May 2013
    You like maths don't you? Very cool mate. Would you mind if I include a link to this for a new Boot Camp Site I am working on?


    Go for it. You can distribute the link however you want. Consider it beerware.
    Zekkie@h33r0yuy
  • saxfiresaxfire Member Posts: 558 Arc User
    edited May 2013
    I don't believe in this math if this is supposed to be what I think it is. According to math, 2% CrtH is more DPS than 20% CrtD, till you reach 20% CrtH. CrtD is WORSE than CrtH, and even after you have reached total of 20% CrtH and lets say, 80% CrtD, your CrtD will be more effective for ONE MOD of 20% CrtD, and after that CrtH is once again more DPS.

    This however is just comparison between CrtH and CrtD and has nothing to do with DMG MOD or ACC MOD. Here's the formula:

    ((BaseDmg)*(1+(CrtD%/100)))*(CrtH%/100)
    = AVRG DMG

    You can easily test it with different values such as 15% crtH + 100% severity, and after that adding 2% CrtH OR 20% CrtD, you will see that CrtH is more effective damage source than CrtD is, 75% of the time(roughly said)
    Say the word, it saves the world.
    CUUCUUMBEER! "-With slight partigen with it."
    Proud member or DPS-800 "-We kill dem mines with our scitter turrets."
  • heero139heero139 Member Posts: 125 Arc User
    edited May 2013
    saxfire wrote: »
    I don't believe in this math if this is supposed to be what I think it is. According to math, 2% CrtH is more DPS than 20% CrtD, till you reach 20% CrtH. CrtD is WORSE than CrtH, and even after you have reached total of 20% CrtH and lets say, 80% CrtD, your CrtD will be more effective for ONE MOD of 20% CrtD, and after that CrtH is once again more DPS.

    This however is just comparison between CrtH and CrtD and has nothing to do with DMG MOD or ACC MOD. Here's the formula:

    ((BaseDmg)*(1+(CrtD%/100)))*(CrtH%/100)
    = AVRG DMG

    You can easily test it with different values such as 15% crtH + 100% severity, and after that adding 2% CrtH OR 20% CrtD, you will see that CrtH is more effective damage source than CrtD is, 75% of the time(roughly said)

    I've seen that version of the formula. It has an error in it.

    You've derived your formula by saying let D = base damage, H = crit chance (scaled to 1), and S = crit severity (scaled to 1).

    damage with crits included: D*[H(1+S)]

    Basically you take the damage you do without crits (the first term D) and multiply it by your crit chance and severity total to find the amount of damage crits do. This isn't completely inaccurate, but it's incomplete. In order to find the average amount of damage increase which comes from crit, you have to include damage which aren't crits.

    The important term you're forgetting is that you need add another term D(1 - H), which is the total of all hits which occur that are not crits. This produces this equation, which is accurate, and simplifies to something a bit more elegant:

    damage with crits:
    [D (1 - H)] + [D*H(1+S)]
    [D - DH] + [DH + DHS]
    D + DHS
    D(1+HS)


    So this can be shown easily to simplify to D(1+HS). Notice the main difference between this and what you've written is the removal of the "1+" from the factor of severity. This is where you find your error, and also where you find that crit chance is more valuable than crit severity when it isn't. The easy way to look at it (and you'll see this when you look through the ref table on my sheet) is that you want the crth * 10 to be equal to critd.

    The reason for this is that the product of two numbers will increase when you take the largest proportionate increase to either number. For instance, (1.2 * x) * y is the same as 1.2 * (x * y). So what we're looking for is the largest increase to either number (If it helps, you can consider D + DHS a slightly different simplification of the formula, and it becomes obvious that if D is constant, the term we are maximizing the increase of is DHS).

    The rule of thumb, at least for crit, is compare your chance *10 to your severity, and take the mod that matches the lesser (this is fairly often severity, but sometimes a mix of the two).

    (A short geometric argument. What you've done is make a rectangular prism with X length H, Y length 1+S, and Z length D. If Z is constant, and we can illustrate that H is approximately 1/10th S, then it is obvious that in order to increase the volume of this prism by the greatest amount with the smallest change, we increase H. however, this is an incomplete picture, as we also need a second prism with X length (1 - H), Y length 1, and Z length D. You can see now that any increase in H also makes the second prism smaller, and this is why H is no longer necessarily the best factor to increase.)
    Zekkie@h33r0yuy
  • drkfrontiersdrkfrontiers Member Posts: 2,477 Arc User
    edited May 2013
    Suddenly I feel very stupid :)
  • bareelbareel Member Posts: 3 Arc User
    edited May 2013
    heero139 wrote: »
    I've seen that version of the formula. It has an error in it.

    You've derived your formula by saying let D = base damage, H = crit chance (scaled to 1), and S = crit severity (scaled to 1).

    damage with crits included: D*[H(1+S)]

    Basically you take the damage you do without crits (the first term D) and multiply it by your crit chance and severity total to find the amount of damage crits do. This isn't completely inaccurate, but it's incomplete. In order to find the average amount of damage increase which comes from crit, you have to include damage which aren't crits.

    The important term you're forgetting is that you need add another term D(1 - H), which is the total of all hits which occur that are not crits. This produces this equation, which is accurate, and simplifies to something a bit more elegant:

    damage with crits:
    [D (1 - H)] + [D*H(1+S)]
    [D - DH] + [DH + DHS]
    D + DHS
    D(1+HS)


    So this can be shown easily to simplify to D(1+HS). Notice the main difference between this and what you've written is the removal of the "1+" from the factor of severity. This is where you find your error, and also where you find that crit chance is more valuable than crit severity when it isn't. The easy way to look at it (and you'll see this when you look through the ref table on my sheet) is that you want the crth * 10 to be equal to critd.

    The reason for this is that the product of two numbers will increase when you take the largest proportionate increase to either number. For instance, (1.2 * x) * y is the same as 1.2 * (x * y). So what we're looking for is the largest increase to either number (If it helps, you can consider D + DHS a slightly different simplification of the formula, and it becomes obvious that if D is constant, the term we are maximizing the increase of is DHS).

    The rule of thumb, at least for crit, is compare your chance *10 to your severity, and take the mod that matches the lesser (this is fairly often severity, but sometimes a mix of the two).

    (A short geometric argument. What you've done is make a rectangular prism with X length H, Y length 1+S, and Z length D. If Z is constant, and we can illustrate that H is approximately 1/10th S, then it is obvious that in order to increase the volume of this prism by the greatest amount with the smallest change, we increase H. however, this is an incomplete picture, as we also need a second prism with X length (1 - H), Y length 1, and Z length D. You can see now that any increase in H also makes the second prism smaller, and this is why H is no longer necessarily the best factor to increase.)

    And I thought I rambled, I kid I kid.

    But once again you are right. It is all about ratios! Crit Chance vs Crit D is a simple 1% to 10% ratio and whichever portion is lower is the one you will gain the most benefit for overall DPS to increase. Just like you elaborately illustrated.

    Example A: 5% critical chance, 100% severity. You want more chance.
    Example B: 20% critical chance, 150% severity. You want more severity.

    PS: The * sign is dangerous in video game math. Make sure to stack as many multipliers as you can for optimum DPS output. Those are -Enemy Resistance, Attack Speed (or cooldown reduction), and of course crit. CRF+APB = Tons of Damage vs Hull. CRF+APO+Friend with APB = Even moar tons of Damage.

    *edit addon*
    Range penalty is a multiplier too, a bad one. Minimize it.
  • baudlbaudl Member Posts: 4,060 Arc User
    edited May 2013
    oh boy, thats why i wished they would simply put in a "your dmg" number next to your warpcore that does all of those calculations already ingame...like in diablo 3

    upon changing a weapon you immediately see the numbers changing...that would be worth more than 100 bug fixes to me.
    Go pro or go home
  • heero139heero139 Member Posts: 125 Arc User
    edited May 2013
    I've made a new version of the spreadsheet. I discovered an error in the way damage modifiers are calculated. The total effect is that things with [dmg] mods are displayed slightly weaker than before, and items which increase your damage, such as plasma consoles or tac consoles, are a little less significant (this is more accurate).

    The URL is the same as before, in the OP. You will have to download a new copy to see the changes.
    Zekkie@h33r0yuy
  • canisanubiscanisanubis Member Posts: 187 Arc User
    edited May 2013
    Seems like no matter what, Accuracy wins.
  • heero139heero139 Member Posts: 125 Arc User
    edited May 2013
    crit stats are more valuable if your targets are stationary or moving slowly, which is often the case in pve.
    Zekkie@h33r0yuy
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