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TheAziraphale's page
23 posts. No reviews. No lists. No wishlists.
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Blave wrote: @TheAziraphale: Seriously, YOU are the one deserving thanks. The tool is great!
I have two requests/suggestions, though.
1. Could you add an option to delete a character? Sometimes I end up comparing 4+ classes and would like a option to throw one or two out without resetting the whole thing. Also maybe an option to add a copy of a character so I don't have to set up all class options again if I just want to compare the damage of different weapons or something.
2. Not sure how possible/feasible this is, but I would love an option to lock the scale. Maybe to damage up to 50 or something. The automatic re-scaling of the graphs makes it hard to see at a glance how small adjustments affect the damage.
Good suggestions, I will look into it!
Blave wrote: I think I found a bug. Every time I choose a Ranger with Precision Edge and set the number of attacks per turn larger than 1, I get a blank screen as result. The graphs as well as the input disappear completely.
Tested in three different browsers (Firefox, Chrome, Edge).
Sigfried mcWild wrote: I can repro that too. Thank you for the bug report, and I have now uploaded a fix. I should probably add a "report bug"-feature in the bottom so I notice it faster.
Haven't been working on the tool since last update, but I plan to take it up again in a week or two (adding animal companions etc)
And again, thank you!
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Unarmed attacks:
"...However, unarmed attacks aren’t weapons, and effects and abilities that work with weapons never work with unarmed attacks unless they specifically say so."
Sneak attack:
"When your enemy can’t properly defend itself, you take advantage to deal extra damage. If you Strike a creature that has the flat-footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, you deal an extra 1d6 precision damage. For a ranged attack with a thrown melee weapon, that weapon must also be agile or finesse."
Thief on dex to damage:
"...When you attack with a finesse melee weapon, you can add your Dexterity modifier to damage rolls instead of your Strength modifier."
So after reading those we can see that sneak attack is okay, but the dex damage from thief racket does not qualify :).

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New update:
This update is not so interesting from a feature stand point as I have mostly done some refactoring and cleaned up how the main view works behind the scene.
I have also added a way to pop-out the graph, if you want more space vertically.
Fixed a bug that spellcasters didn't get any bonus dmg from the "Bonus to dmg" field (which is now renamed "Buffs to.." to hopefully make it cleared what it is for.)
Because this update has a slighter higher risk of bugs or cause strange issues with the pop-out feature and that I refactored the communication between the graph and the input fields, I have duplicated the previous release at Rollback.
I have tested everything and didn't find any issues, but just incase, you have a way to use the tool if I destroyed it ^^.
Still on the agenda is to add animal companions (this one will also include animal progression like mature, nimble, savage etc.) And will be available to add for all classes as the Archetype Beastmaster is easily accessible in most games. I might also make it available as a stand alone "class" to compare with.

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Schreckstoff wrote: how did you calculate crane style flutter because it makes more than up for the difference in damage dice? Just an extra attack per round at -2 to hit would make sense and probably also play out like that mostly.
Actually overtakes all the other options.
If you have the button on its on state (green) it means it will add that reaction attack to the pool as a free attack. I can't really assume how often it would trigger, so I let the user compare it a round without the reaction used and one with using it. But yeah, short answer, it only adds one more free attack at -2 to hit.
This is the same behavior for the other reactions. I'm thinking of moving reactions into it's own place where you can enter a %-value on how likely it is you will get the reaction and add damage after that. (also will unlock AoO for all classes after level 4 to count it in for multiclassing. But this is scheduled after animal companion).
Schreckstoff wrote: Don't overwork yourself this tool is amazing already. Thanks for the kind words! And don't worry, I will keep my workload healthy ^^.
New Update:
Okay one more, have now added a new "Primary Spellcaster" option that lets you test cantrip progression.
Next in line is animal companions, probably coming after x-mas. But who knows, I might get bored again before that ^^.
New update:
Added rest of all classes, but I only count proficiencies and weapon specializations. Battle and Ancestors mystery for Oracle has their curses added where ancestors only count their martial stance.
Actually surprised over how good Battle and Ancestors Oracle is performing at level 10-11 when major curse kick in. (well ancestors will only perform that good 50% of the time due to their curse mechanic)
Blave wrote: Any chance you can add a generic "caster" option so we can compare the martials to classes that peak at expert proficiency?
And maybe an extra option for Warpriest since that one has a unique progression and might want to add stuff like Emblazon Armament/Energy.
I can probably fix something for this in the coming days.
New Update:
Wildshape druid is now added. This was very different than how the rest of the tool works. So the risk for any bug is higher (even if my tests checks out for now). There might be some small updates to this during the days if I find anything wrong with it. Otherwise I will probably not update this tool until after new year.
I will keep an eye on this forum for any suggestions or requested features.
(( Big assumption here that is not agreed on by everyone is that I do count in handrwaps + to hit to determine if the personal attack chance is higher than what the creature is giving (so not added on top of the attack from the animal, only to the calculation of the players own hit stat). Striking is ofc ignored. If you don't agree with this, just click away fundamental runes button and its ignored completely ))
New update:
Monks added with their level 1 stances (that affect damage). Their lvl 6th capstone improvement to the stance can be turned on or off. Flurry blows is basically only 1 extra attack, so just add one more attack (if you are not using a flourish capstone) for that. There is also a "custom" stance if you just want to play around with no magic under the hood.
I was thinking of hiding the weapon category for the stances as their dice and traits are preset, but decided to keep them open for editing if you want to experiment with other effects that might change dices etc.
Sigfried mcWild wrote: Awesome work, thanks for all the effort you are putting into this fanatic66 wrote: Just wanted to chime in and say this is an awesome tool. Thank you for the updates! Thanks!
Small update:
Hover effect on all points in the graph added with a small summary of total hit, total dmg bonus, overall average dmg and average dmg per attack.
I started with a larger summary on the hover, but it became a wall of text if you had multiple attacks. Good news is that the summary data is collected and prepared, going to find a good way to present it. Was thinking of maybe that you can download a text file of your graph that in text tells you how everything is calculated. Oh right, monk it was, should try to focus on that ^^
Small update:
Now you can see the MAP in numbers next to your choice in the attack list. As a flurry ranger, that value is only representing what the class has at level 1. At lvl 17 the bonus will be better, but not reflected in that attack list.

Falco271 wrote: - Instead of entering numbers, have the option to select a weapon. That way, you also know all traits already. And it shortens the input.
Yeah, that would be good. It just takes a long time to entering all weapons into a json. I don't find any comprehensive JSON that has all weapons yet in a format I find workable. Have any tips where to find it?
Falco271 wrote: - Not sure what I'm entering in the bonus to hit and damage fields. Some explanation when hovering over the option maybe?
It's for buffs etc and other unforeseen bonuses
Falco271 wrote: - It's would help if you add the actual MAP value when you select a MAP. For example next to the MAP column.
Exactly that has been made on my end and will come in the next version.
Falco271 wrote: Bugs:
- There doesn't seem to be anything happening when I select the first weapon Twin in the weapon trait. Only when I click on the second. But with weapon instead of values, that problem would also disappear.
You sure you have a main attack in the attack list? This seems to be working for me. Just to double check so I'm not searching for something that doesn't exist, could you double check that you have at least 2 attacks, and that second attack (or later) is a main weapon.
New Update:
Added an option to enable offhand. The offhand will have access to the same parameters as the main hand.
Added a way to say which attack uses which weapon (default is always using main hand)
Added a way to set specific MAP for each attack to be able to calculate effects of Double Slice and similar feats.
(( Currently struggling with a good way to show the math behind all this. There is a lot of numbers that is now translated into readable code, to convert it back into basic numbers and show it is cumbersome. But I will probably do something, like showing to hit and bonusDmg on each attack. Other than that, I will focus on adding the long await monk. Might sneak in shapeshifting druid as well ^^.
Would it be interesting to add spellcasters with cantrips to see how it compares? We already know that Electric Arc owns, so might not be that useful ))
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New Update:
Added Champion (also added option to enable Retribution strike)
Added AttackOfOpporunity for Fighters.
Property runes added - Most dmg runes included. Always assumes best case scenario (shock spreading to 2 more enemies, always hitting enemies with opposite alignment etc. Property runes are only counted where you would use +1,+2,+3 weapon respectively).
Option to use Standard AC from the book and use their Extreme-Low presets.
(( Wish I had time to add all your requests in one go, but I haven't forgotten them))
Falco271 wrote: It would be useful to show how you get to some values, that means users could also verify if the math is correct. For example by having a [Details] button which could show an overview. I agree, I have this update in mind as well.

Falco271 wrote: I'm still using Excel, as I haven't got a clue how to program something like this. Good job.
Here's the Excel I use, last entry on the page. I added your site too, if you don't mind.
I created this mostly as a comparison to check how two weapon fighting works out for the different classes, working mostly with Barbarian, Ranger and Fighter. As most settings needs to be changed by hand, it works either for one or two weapons, and it adds a lot more options.
What's missing from my point of view: Elemental runes or other damage options (sneak attack) have more impact based on the number of attacks, so a flurry ranger or an agile grace fighter can add a lot of extra damage based on the number of runes they use. Not clear on your side how to add that, because it's level dependent of course, with the first rune at lvl 8. Also there is no Animal Companion option, which for a Precision ranger adds a lot.
Excel rules, but coding is fun too ^^.
I will take a new look at my tool in a couple of days and run some updates. My plan is to start adding key feats to every class spec that effects dps (probably not including archetypes at step one), and Animal companion will factored into to that project.
Elemental runes is probably something I can add then as well, think that will be kinda easy.
Sigfried mcWild wrote: Wishlist 1: Have a way to adjust enemy level instead ac, so we can compare how damage changes against higher or lower level enemies (since the ac ramp is so very bumpy, it's hard to get a good picture across the levels with the ac mod)
And for the questions, you said
TheAziraphale wrote: ... I follow the standard ACs from the book I've gone looking at the tables in the game mastery guide (p62) and none seem to match the values your tool shows, where are you sourcing the AC values from? Or am I misreading something? (I started looking into this when I noticed that lvl 10 has a lower AC than lvl 9)
The current AC values are the average AC of all enemies provided from Pathfinder 2e official sources for each level. Thats why at some levels it goes down, as the enemies have varied ACs. The list from Gamemastery Guide at page 62 (Table 2-5) doesn't reflect as precise the actual creatures at that level. I could add an option that you can check that follows that list instead for clarity and maybe more future proof.
But I will double check the calculations for the AC values to see that there isn't a mistake, anyway adding table 2-5 as an option.
Sigfried mcWild wrote: Wishlist 2: Multiple weapons, to check out various dual wielding combinations This sounds cool to have! I will definitly look into a good way to add more than one weapon. Not sure yet how I keep it simple enough, but I will work something out.
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And to both of you, thanks for the feedback!

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Gortle wrote: It need to get the ability score increase factored in. It increases at normal progression, factoring in that you get +2 if it's below 18 and +1 if its 18+.
Gortle wrote: Plus the increase in weapon proficiency. It increases as per class at the correct levels. The fighter has the highest proficiency increase. I also factor in the dmg increase from specialization and it takes in the proficiency there as well.
Gortle wrote: Plus at least Monk. I have been thinking how to add it, it's very connected to stances, and the rest are not really factoring in feats. I will see what I can do.
Gortle wrote: I don't understand why there are dips at level 19 for some classes. It's the AC increase in enemies that makes the dip, I follow the standard ACs from the book. But I will double check so there isn't any bug there.
I think I will add a description at the end that tells what it takes into consideration. For example, Hunter's Edge increase efficiency at lvl 17 (and 19 for precision), deadly gets more dice as striking improves at late lvl runes, fatal does upgrade dice at crit etc All abilities increases as per level in the class etc. But maybe a quick level summary at the end that describes what is happening at every step is good.
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Some UI overhaul online now :)
Also, let me know if you have any special features you would want added!
Glad to hear that people seems to like it! I will do an UI overhaul soon so it looks a bit better (with some extra features)!
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I often read threads about people arguing over how much the damage differentiates between classes, and I wanted to add to that bonfire. So in order to compare in a good way I started by doing an excel chart (like so many before me), but then I wanted something more user friendly, so I made this tool. Hope someone gets any use out of it.
(Not all classes yet, and doesn't support feat tree. Might in the future if many likes it. Currently adds "normal" runes progression under the hood)
Pathfinder 2e Unofficial Damage Calculator
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