Simple PFO Calculators


Pathfinder Online

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Goblin Squad Member

Wonderful work, going to download and use it in few mins!

Goblin Squad Member

Thank you so very much. Love the Training calculator!

Sovereign Court Goblin Squad Member

v45

V45 CHANGELOG:
============
*Armor feat -> armor gear searches now also shows armor type in the message window.
*Loot tab knowledge skills now in increments of 5 (previously 10) as humans get +5 bonuses to many of these skills.
*Previously all weapon <-> attack keyword matching had matched based on the keywords for level 6 attacks. Now there is an optionmenu which will allow you to select the maximum level of attacks to be matched. Note that all attacks are assumed to be the same level. This should give more appropriate matches for lower level characters.

Sovereign Court Goblin Squad Member

v46

V46 CHANGELOG:
============
*Weapon->attack searches now also show if the attack is primary or secondary.
*Weapon->attack and feature->expendable searches now also show f*b, the damage factor times the base damage with the given number of matches. This represents the maximum damage against a target with 0 resistance.
*Weapon->attack searches also show f*b/s, the above over the stamina. This represents how stamina efficient the attack is in terms of upfront damage.
*Feats in optionmenus on the training tab are now alphabetized.
*Added a simple function on convert stats tab to estimate the target's relevant resistance based on the largest damage that you've done against them.

Goblin Squad Member

Hey Night;

There is a small bug related to the racial benefits: When you save a training plan, then import it back in, it changes the 0 xp feats (armour) to their regularly scheduled xp amounts.

Sovereign Court Goblin Squad Member

Dazyk wrote:

Hey Night;

There is a small bug related to the racial benefits: When you save a training plan, then import it back in, it changes the 0 xp feats (armour) to their regularly scheduled xp amounts.

Fixed for next version.

Sovereign Court Goblin Squad Member

v47

V47 CHANGELOG:
============
*Fixed bug where importing a training plan with free racial feats would cause those feats to no longer be free.
*Grabbed new input spreadsheets.
*Added change in hp to convert stats tab. This is the change in hp that represents the same portion of health being taken away each attack.
*Added a simple calculation to the convert stats tab to allow calculation of duration of secondary effects based on the given stats and number of matched keywords.
*For weapon->attack and class feature->expendable keyword match results the user can specify the target resistance for calculation of f*(b-r) and f*(b-r)/s. This is done on the Advanced tab.
*Can now sort weapon->attack keyword match results by: #matches, f*(b-r), f*(b-r)/s. This can be set on the Advanced tab.
*Similarly class feature->expendable keyword match results can be sorted by: #matches, f*(b-r). Also set on the Advanced tab.

Sovereign Court Goblin Squad Member

1 person marked this as a favorite.

v48

V48 CHANGELOG:
============
*Fixed a training bug with roles getting leveled up that shouldn't be.
*Can now sort class feature->expendable keyword match searches by expendable level. This is set on the Advanced tab.
*Changed the default values in the reputation tab. This won't match current rep scaling exactly, but should be close...ish.
*Added a crafting tab. For now this acts as a simple wiki tab to look up details of recipes. You can also search by a given component to see what recipes it is used in and sort these results based on recipe name, profession, tier, or rarity.
*Pressing enter when on the calculator tab should now evaluate the calculator.

Goblin Squad Member

Do the XP -> TIME and TIME -> XP converters take in to account the initial 1,000xp given to a new character?

Sovereign Court Goblin Squad Member

Dazyk wrote:
Do the XP -> TIME and TIME -> XP converters take in to account the initial 1,000xp given to a new character?

No. For now you simply have to manually subtract 1000. I'll add an option to do automatic subtraction to the todo list.

The reason is that long term players are (hopefully) more likely to import their own training plan than to build from scratch every time and in that case they wouldn't subtract 1000. We're in a unique position right now at the beginning of the game. Long term I'm assuming it's more convenient to know "how long to get the extra xp needed for these additional feats?" rather than "how long to train from scratch?"

Anyways, there are 3 xp totals shown on the training tab. The top one is total xp. Lower down is a training plan xp and a difference. The training plan xp is simply how much that imported training plan costs (0 if not importing). To the right of that is how much extra xp you've spent above what that training plan requires. Total xp = imported training plan + difference. That last one is probably the more convenient one long term as you can import the training plan of your current feats, mock train up additional ones, and that'll tell you how much extra xp it'd take to get those. In that case you can just copy that difference into the xp->time conversion without subtracting 1000.

Sovereign Court Goblin Squad Member

1 person marked this as a favorite.

v49

V49 CHANGELOG:
============
*Class feature->expendable keyword match searches should now no longer include expendables from other classes. These searches no longer require at least 1 keyword match.
*Started a rotation tab. For now this allows searching of attacks/consumables/expendables/utilities based on effects. This is to help when looking for combos. (I know the tab is pretty empty at the moment, but much more is eventually coming to the rotation tab.)
*Can now sort component->recipe searches by recipe level on the crafting tab.
*Moved the optionmenu for max attack level for weapon<->attack matches to the Advanced tab.
*Added a max level of expendable for class feature->expendable searches. This can be set on the Advanced tab.
*Attack list->weapon keyword searches now also show the tier of the weapon.
*Added buttons on training tab to automatically copy down xp for xp->time based on whether training is done from scratch (subracting 1000) or for xp trained above the training plan.
*Added an array of inputs on the crafting tab. These allow calculating the final bonus for an item based on the number of needed components and the number of items of a given bonus supplied.

Sovereign Court Goblin Squad Member

v50

V50 CHANGELOG:
============
*Fixed a bug where undoing the last trained feat would cause free racial feats to no longer be free.
*Added buttons to training tab to print out free (common) recipes that you would gain through your training and learnable (uncommon) recipes you could learn with your training.
*Weapon->Attack and Feature->Expendable searches now check whether the attack/expendable is always penetrating and include that in damage calculations. Conditions that allow the attack/expendable to be penetrating when activated do not count for this calculation.
*Armor (feat) -> armor(gear) searches now also show the tier of the gear.
*Renamed f*(b-r) and f*(b-r)/s to more user friendly Max Damage and Stamina Efficiency respectively.

Goblin Squad Member

Does the information for feat requirements come directly from the devs spreadsheets? If so, there is an error in the level 3 requirement for Dowser that states 'Crafting=x', where Scavenger, Forester, and Miner require 'Adventure=x'.

Should I submit it as a bug on GW.com?

Sovereign Court Goblin Squad Member

The information in the spreadsheets may be out of date compared to the game. Obviously inputting data to the game is a higher priority for the devs that keeping the public info up to date.

There is a minor display bug I've found with some achievements. It's something I want to work on (today?).

Pretty much all data in the calculators is copied in directly from the spreadsheets so outside of that display issue it should be faithful to what's in them. (That's kinda the whole point: I don't want to have to manually input data every time something changes.) Dowser does seem to require Crafting 9 for level 4 while the other 3 gather skills require Adventure in the spreadsheets and calculator. The info may be out of date, but is worth bringing to the devs attention imo. Level 3 looks okay, so I assume you meant level 4?

Goblin Squad Member

Yes, sorry.

Sovereign Court Goblin Squad Member

v51

V51 CHANGELOG:
============
*Updated data.
*Fixed a minor achievement display bug.
*Changed the input for number of required components on crafting tab to an entry field instead of dropdown menu.
*Fixed a bug where sometimes trained recipe printouts on the training tab would include duplicates of level 0 recipes
*Hard-coded a matching between what is in a weapon's description to the weapon type. This may not be a perfect match, so please let me know if you find errors or attacks which are missing or don't belong. Weapon->Attack keyword searches should no longer show attacks belonging to inappropriate weapons (assuming this list is correct).
*Fixed the logic with achievements. Now printing out needed achievements on the training tab will make several lists of possible achievements. Each of these lists satisfies all needed achievements for what you've trained. As you level up any of these options that contain other lists are removed. [Example: list1=(Martial 6, Divine 3) and list2=(Arcane 6, Divine 3) both satisfy achievement requirements. Both would be displayed. If you train something else that requires Arcane 9 then there will only be a single new list3=(Arcane 9, Divine 3). list4=(Arcane 9, Martial 6, Divine 3) contains list3 and is therefore not the minimum set of achievements needed, so it wouldn't be included.]

Note that Train All Feats to Max will now take longer to process due to the extra possibilities.

Grand Lodge Goblin Squad Member

Wonderful tool and lots of work. These are exactly the kind of contributions that allow the game to flourish.

Install: very straigh forward including the python download

Getting started - maybe read first the README :) Got it running quickly but not on first attempt

First impression - overwhelmed. This is no criticism. But it just seems to be able to do soooo much that you wonder where to start / what to do.

First real case use - I'm now proud owner of a Pot Steel Plate +1 that I crafted and I have a few to give out. Was wondering what feats I needed to truly make use. Turns out my Unbreakable 2 is all that is needed and that any more leveling up won't do any benefit. But I couldn't find a simple way before to be sure.

Thanks a lot for all the hard work and to make the tool available.

Sovereign Court Goblin Squad Member

Thod wrote:
First real case use - I'm now proud owner of a Pot Steel Plate +1 that I crafted and I have a few to give out. Was wondering what feats I needed to truly make use. Turns out my Unbreakable 2 is all that is needed and that any more leveling up won't do any benefit. But I couldn't find a simple way before to be sure.

For those unfamiliar, here's how you do the above matching:

Go to the wiki tab. There are several keyword matching searches there. On the bottom right are the armor ones.

Do either:

Armor gear->Armor Feat with Unbreakable 2 as your input

or

Armor Feat->Armor gear with Pot Steel Plate 1 as your input

These will list relevant armor gear or armor feats (respectively) which show how many keywords are matched.

Sovereign Court Goblin Squad Member

v52

V52 CHANGELOG:
============
*Weapon->Attack keyword searches and Class Feature->Expendable keyword searches now show the relevant resistance applied against the attack (eg. Physical, Fire, etc.). You can sort by this resistance type by changing the relevant option in the Advanced tab.
*Armor Gear->Feat and Armor Feat->Gear keyword searches now show how much extra hp/fort/ref/will/power you get for matching that many keywords. For Armor Gear->Feat searches you can sort by any of those extra quantities as well. This is set on the Advanced tab. (For feat->gear all these quantities are automatically in the same order as the number of matches, so no need for a sorting option there.)

Goblin Squad Member

Such awesome work Nightdrifter. Thank you so much for this!

Sovereign Court Goblin Squad Member

v53

V53 CHANGELOG:
============
*Armor gear->feat and Armor feat->gear keyword matches now also include recovery bonuses, physical resistance, and energy resistances. Please double check me on these resistance numbers against what you see in game , but note that these resistances do not include extra resistances from class features (eg.Protection domain), but can include the armor feat's effects (see below).
*You can now include the extra (non keyword dependent) resistance/defenses from armor feats in armor gear<->feat keyword matches if you select "Include Passive Armor Effects" below the search buttons.
*Added a checkbox below armor searches to include the recovery bonuses in those searches. It is turned off by default as the pop up windows can be a little sluggish with all the extra info from the 8 types of recovery bonuses.
*Added buttons to all pop up windows along the top. These allow you to sort by any variable you want.
*Removed all sorting options as they are now redundant.
*Moved options for selecting max levels of attacks/expendables and target resistance to appropriate places on wiki tab.
*Added a button beside the max expendable level selection. This will update the list of expendables that can be used in the search to only go up to the chosen level.
*Some work on the rotation tab to add options to choose weapons. These are not yet used for anything.

Sovereign Court Goblin Squad Member

v54

V54 CHANGELOG:
============
*Fixed bug of a missing dropdown menu on wiki tab.
*Component->Recipe searches on the crafting tab now show the number required.
*Added a button and entries on crafting tab to allow the calculation of which items you can craft with the given input materials and their number. For now the pop up window only shows the maximum number that can be crafted. Once I find a good algorithm for looking at all possibilities of what you can craft I hope to have it display all those possibilities instead.
*Renamed install_xlrd.py to install_extra_python_modules.py. This is to future proof in case later versions require extra modules. For the time being the only extra module needed is xlrd to read in excel spreadsheets.
*Fixed a bug where not including a column in a pop up window when saving and then resorting the entries on the pop up window would cause the unprinted column to not be sorted. Instead the column now is now destroyed.
*Added a button on message windows to pare down on unwanted columns without needing to save.

Sovereign Court Goblin Squad Member

v55

V55 CHANGELOG:
============
*Added buttons on wiki tab to allow you to pare down the list of expendables used in expendable->class feature searches.
*Did the same for attacks used in attack->weapon searches.
*Can now import and export threading information on the threading tab. The older Store/Recall are like memory functions on a calculator while these save and import from files. These files are in the new threadings folder.
*Added button to refresh the list of input training plans. This way if you save a training plan you can push this button and the list of possible imported plans will include it.
*Also added a button to refresh the input threadings list.
*Added an entry field in bottom right corner of wiki tab to customize the minimum number of keyword matches needed to show up in all keyword match searches. In the case of attack list->weapon or expendable list->class feature this minimum applies to the total number of matches across the list.

Goblin Squad Member

Nightdrifter wrote:

v55

V55 CHANGELOG:
============
*Added button to refresh the list of input training plans. This way if you save a training plan you can push this button and the list of possible imported plans will include it.

WOOOOHOOOO!! :D

Sovereign Court Goblin Squad Member

Couple of requests for people:

1) Please check that the weapon->attack matching is including the correct attacks. It's possible some are missing or shouldn't be there. Basically (ironically?) I had to hard-code a mapping between a weapon's description and its weapon type and I don't know if I got everything right.

2) Please compare the resistances shown in armor matching to what you see in game. Bear in mind that class features aren't included (eg. Protection domain). For those armor feats which add to your resistances (eg. Mage, Binder, Unbreakable) you can choose to include those if you select "Include Passive Armor Effects" below the armor matching.

As always, feature requests are welcome. There are 2 that I can think of which are not completed:
*most efficient path to train to get a given feat (complicated to add)
*odds of doing X damage after Y attack (have the needed input data, just been putting it off)

Sovereign Court Goblin Squad Member

2 people marked this as a favorite.

v56

V56 CHANGELOG:
============
*Added profession and level of the recipe to "What can I craft?" output.
*Added entries and selection boxes on the right hand side of the crafting tab for each profession, along with buttons to minimize and maximize all professions. These levels and selected professions can be used to pare down the list of components to only those components used by those professions of their respective levels. Component to recipe searches will also only show recipes from the selected professions up to their respective levels.
*Added "Pass to Crafting tab" button to training tab to automatically set the checkboxes and levels on the crafting tab based on what you've trained.
*Added a search entry field to crafting tab. Put in what you want to search for in the names of recipes (eg. longsword) and you will get a list of recipes fitting that search. It is not case sensitive, so longsword and LonGswoRd will both return the same output. Commas will count as 'OR'. If only one recipes matches the result you will get that recipe's information instead of a list.

REQUEST: Please compare the 'actual bonus' on the crafting tab to what you see in game.

Goblin Squad Member

Nightdrifter wrote:

As always, feature requests are welcome. There are 2 that I can think of which are not completed:

*most efficient path to train to get a given feat (complicated to add)
*odds of doing X damage after Y attack (have the needed input data, just been putting it off)

Thanks for developing these "simple" calculators. I would have a hard time testing/playing PFO without them.

I would like an option in the trainings tab to merge plans, e.g. make 3 training plans, merge them, and make the 4th based on all three (like in EVEMon).

Sovereign Court Goblin Squad Member

Hogar, Kreuz Bernstein wrote:
Nightdrifter wrote:

As always, feature requests are welcome. There are 2 that I can think of which are not completed:

*most efficient path to train to get a given feat (complicated to add)
*odds of doing X damage after Y attack (have the needed input data, just been putting it off)

Thanks for developing these "simple" calculators. I would have a hard time testing/playing PFO without them.

I would like an option in the trainings tab to merge plans, e.g. make 3 training plans, merge them, and make the 4th based on all three (like in EVEMon).

They were simple when I started :p

Sovereign Court Goblin Squad Member

v57

V57 CHANGELOG:
============
*Fixed a bug where deleting columns from a printout window and then reopening the window would cause those columns to not show up. Also, deleting columns should now preserve the widths of columns that get shifted left when redrawn.
*Added a search function to the rotation tab to look up attacks/expendables/utilities/consumables with effects matching the user's input. It works the same as the crafting search function. I left the older search menu in to give users an idea of what to look for. As an example usage, you can enter a state (eg. dazed) to see what kind of combos might exist that exploit that state on a given weapon.
*Comma separated searches will now work properly if you put extra spaces after the comma.
*Added button to copy a recipe's required number of components along with the names of those components down to the crafting bonus calculator.
*The list of recipes to be copied down is set to only include relevant recipes based on what you set on the right hand side of the crafting tab. It is automatically set when copying information over from the training tab.
*Behind the scenes coding for calculation of costs of making a given crafting recipe (refining recipes will require complete information on what a raw component counts as in refining, so those may have to wait). This will require input lists on the part of users for local market prices. The lists are simple text files (likely to change to excel spreadsheets or csv files) which contain two entries in each row. One entry is the name of the component including the + and the other is the price. I'll provide examples when this feature is ready.

Sovereign Court Goblin Squad Member

v58

V58 CHANGELOG:
============
*Openpyxl is now a required python module. Double click install_extra_python_modules.py to get it.
*Can now import prices from excel files in the local_prices folder. An example of format has been provided (with the costs of all refined components being set to 10 in the example).
*When calculating the final bonus of an item the total cost is also calculated based on the imported prices. If a price is not listed you will get a message telling you that. Simply fill in the price in the excel file and reopen the calculator.
*Can create new price files based on your selected professions on the right hand side (or via passing from the training tab). The new files will only contain components and final items relevant to your crafting abilities.

Sovereign Court Goblin Squad Member

v59

V59 CHANGELOG:
============
*Added a minimization function on the crafting tab. Once you've 'copied down' a recipe into the bonus calculator and imported prices, you can enter a bonus into the 'actual bonus' entry field. Press 'Find lowest cost for this bonus' and a custom algorithm will find a set of component inputs giving that bonus for what is hopefully the lowest cost based on the market prices you've imported. Only applies to crafting and not refining!
*Added function to calculate crafting time based on various inputs. Only use the item plus input for crafting recipes and not refining recipes!
*Added a checkbox option to include all level 0 (automatic) recipes from all professions when paring down component and recipe lists.
*When using "What can I craft?" any columns with all 0 entries (corresponding to components not used in any of those recipes) are automatically removed.
*Removed all energy resistance from heavy armor.

Note: for now the minimization algorithm assumes: a) component prices makes sense, ie. +0 is cheaper than +1, +1 is cheaper than +2, etc. b) all component +s are available. Hopefully I can remove b) from the assumptions in a future update. You might get weird results if you don't have prices listed for a certain +. Please let me know how this algorithm behaves in practice.

Sovereign Court Goblin Squad Member

v60

V60 CHANGELOG:
============
*Crafting tab now also has entries for skill bonus in each profession along with facility levels. This skill bonus is automatically set when passing information from the training tab and includes racial bonuses. (Note that if you use Train All it will include every race's benefits.)
*Most armor and weapon recipes now have access to their corresponding item's +0 quality behind the scenes (for use in some calculations).
*When using "copy down" on a recipe to place its information in the crafting bonus calculator if the recipe is one that has access to their item's quality then the relevant information will also be copied into the crafting time calculator and the time will be calculated for +0. Just change the 'item plus' entry to get the time for other +s.
*"What can I craft?" will include all level 0 recipes from all professions now if "Include level 0 recipes" is selected.
*Same for "Find Recipes" based on components.
*Once you've imported prices and pared down lists you can press "Find Best" to sort crafting recipes based on profit per hour of crafting time. The costs for this output are based on the lowest cost algorithm.

As above, please let me know how the minimum cost algorithm is behaving for you!

Sovereign Court Goblin Squad Member

v61

V61 CHANGELOG:
============
*When using the dropdown menu to search for effects on the rotation tab if there is only one result then that attack or expendable will have its information printed out instead of giving you a list of the results. The search entry field below already has this feature.
*Added button to refresh the list of price files that can be imported on the crafting tab.
*Expendable->class feature and attack->weapon keyword matches now have a column for the total number of matches.
*The list of recipes which can be 'copied down' on the crafting tab no longer includes refining recipes. This is because the copy down function places the recipe information into the crafting bonus calculator which is only appropriate for crafting and not refining.
*Minor tweak to the cost minimization algorithm to help prevent the result from converging on results which include +s on components with unlisted prices.
*"Train All Feats to Max" now only allows the training of racial feats from one race. If you've already chosen your race then this change just means it won't train the racial feats for other races. If you haven't chosen a race then you'll end up with the racial feats from one race.
*Added a button to the training tab to print out information on all feats not trained to max. (Originally this was just a debugging feature.)

Goblin Squad Member

Let me see if I understand how training works:

Weapon +0 = Attack Feat 1
Weapon +1 = Attack Feat 2
Weapon +2 = Attack Feat 3
Weapon +3 = Attack Feat 4

Armor +0 = Armor Feat 1
Armor +1 = Armor Feat 2
Armor +2 = Armor Feat 3
Armor +3 = Armor Feat 4

Is this correct?

Sovereign Court Goblin Squad Member

Not quite. Level 4 gives you access to T2. You need level 5 to get the last minor keyword, but there's no guarantee that you'll match what's on the weapon. See the wiki tab for matching. You can set the max attack level in the matches there. Try looking up based on weapons that you already have and see how those match to attacks. Then change the max level and run the matching again.

(Weapon <-> Attack matching is on the bottom middle of the wiki tab.)

Sovereign Court Goblin Squad Member

v62

V62 CHANGELOG:
============
*Minor fix to parser code to fix the issue of Fighter 1 not realizing it needs Trophy Charm Implement Proficiency.
*Added button to restore all deleted columns on all pop-up windows.
*Added checkboxes to include tiers in armor feat->gear searches. By not including all tiers the window should be faster.
*Vertical scrolling with the mouse wheel is now possible on pop-up windows. You can scroll vertically and horizontally with the arrow keys as well.
*The search entry fields on the rotation and crafting tabs now carry out their searches when you press Enter.
*Added factor points calculations to armor keyword matches (both feat->gear and gear->feat). This is only accessible if you set "include passive armor effects" as those passive effects need to be taken into account to make the calculations meaningful. You can set the attacker's stats and your naked stats (ie. without armor or armor feat slotted) on the top of the popup window in that case. For physical damage you can set the attack to be penetrating or not. Tiers and armor reflex penalties are automatically taken into account. For higher tier armor it assumes you have the proficiency to get the 50*tier increases to all defenses. Note that this still works even if you've deleted some columns such as extra hp as that information is stored in memory and accessed during the calculation.
*Added button on the factor point calculation to select example attacker stats for those not as familiar with the specifics.

Factor points: Similar in concept to the old WoW concept of 'tank points', factor points are a measure of how much of a beating you can take. They very much depend upon your attacker's stats. The number is defined as hit points over average damage when damage factor is set to 1. It is essentially a sum total of the damage factors that the given attacker would need to deal to you (on average) in upfront damage to kill you. Does not include dots, healing, or combos. The higher the factor points you have the better. Note that I have divided into Physical Factor Points and Energy Factor Points as they may give wildly different values. For those familiar with the convert stats tab: factor points = hits to kill * damage factor.

Goblin Squad Member

Nightdrifter wrote:

Not quite. Level 4 gives you access to T2. You need level 5 to get the last minor keyword, but there's no guarantee that you'll match what's on the weapon. See the wiki tab for matching. You can set the max attack level in the matches there. Try looking up based on weapons that you already have and see how those match to attacks. Then change the max level and run the matching again.

(Weapon <-> Attack matching is on the bottom middle of the wiki tab.)

Almost there in comprehension...

How would you take the table I made two posts above, add your explanation, and write it in such a way that a non-math person can understand it as if you where righting it for a newbie guide, while getting key points across?

(Don't buy level 2 attacks till your have a +1 weapon; Don't buy X armor feats till you have at least rank y in it; don't spend XP on armor/feats that wont synergize with your intended role...)

Sovereign Court Goblin Squad Member

To correct the above: the above is the best case scenario if all the keywords are the same on the weapon and the attack. Using a rule of thumb of +1 <-> Level 2 is not guaranteed to be correct. Eg. some attacks will need to be at level 3 in order to fully utilize certain +1 weapons, so that rule of thumb is wrong in that case.

The calculators do keyword matching for you. I've been adding more stuff to the results of keyword matching to calculate stats based on matches. v62 reduces armor feat/equipped armor matching to a pair of numbers (factor points) which tell you how much of a beating you can take from physical and energy based attacks. For attacks there's more I want to add in the coming versions, but you can already use the weapon<->attack matching to find how well certain attacks match to certain weapons.

Don't be afraid of the math. For details of what matching attack keywords does: see here. (There's nothing in the link above junior high level.)

Goblin Squad Member

To the above add:

-Use the default basic weapon strike and exploit attacks feats you automatically get when you equip a new weapon, add 2 primary and 2 secondary attacks (level 1) for a total of six attack slots with that weapon. Replace with six level 2 attacks when you upgrade that +0 weapon to a +1 weapon, remove basis strike and exploit (as they don't scale).

@Nightdrifter,

I will try to install the newest version of your calculator WEN 10/15/14 (RL permitting),and give feedback via PM or email as to how user friendly it is for us math-challenged people.

(Some people are blind and cant see colors; some people see numbers and see alien language; that's me. Irony: I got A's and B's in math from grades 1-12;I just used rote memory, brute force, and hard work to convince everyone I understood the alien language.) :)

Sovereign Court Goblin Squad Member

Some of the basic exploits are pretty sick if they have conditions activated (button goes green). Starter attacks are 45 base damage. Adding 50 base damage to a level 1 attack gives 95 base damage. The most base damage you can get is 100 (not counting sneak attacks and certain class features), so 95 is well above what we should have access to at our xp. I think there's plans to nerf these or else they will be goto secondary attacks for a long time.

A user guide for the calculators is still on the todo list. Pretty much all the pdf has right now is install instructions. There is an ever growing todo list ahead of it, so feedback on what's not clear is appreciated!

The most opaque tab is likely to be the convert stats tab as it's kinda meant for advanced users to compare how good one attack is to another based on stats. Reputation is out of date until we get more info on the new rep scaling. Ironically threading is one of the oldest tabs and is still useless as threading isn't in yet.

Goblin Squad Member

v62

I clicked on the link and I got:

"NPC_v62.zip; 38 items"

You lost me, am I supposed to DL all 38 files, or one file and it extracts and installs all the rest? What is the first step?

Sovereign Court Goblin Squad Member

0) There should be a downarrow at the top of the screen. If you don't see it move your mouse up there and it'll appear. White on a black background. It'll show 'download' when you hover over it. Click it to download.

1) When it's done, find the folder NPC_v62 and right click. 'Extract all' or unzip it however you normally unzip files. That'll produce an unzipped folder NPC_v62.

2) You need to have python 3 installed for any version of these calculators. Can get it here. Make sure to grab 3.4.2, not 2.7.8. (Obviously installing python is a once only thing.)

3) Go into the unzipped NPC_v62 and double click install_extra_python_modules. This will install some extra stuff that is needed for the calculators. Again, this is a once only thing until I add more requirements to the calculators.

4) In the unzipped NPC_v62 double click on NPC.pyw. (There is an NPC.ico, so make sure you're clicking on the correct one!) This starts the calculators.

Steps 0, 1, and 4 are all you'll need to do on a regular basis.

Goblin Squad Member

@Nightdrifter,

Check your PMs. :)

Goblin Squad Member

OK, so I got it installed. Thanks for providing these tools and for giving me a chance to give feedback; I hope you find it useful. :)

First Impression: OMG what is this? Math! Tables! Charts! Run away, Run away! :)

After I calmed down, I started reading the "NPC_Overview" and "README" text files, you know, to figure out what this is about.

A) Selected "Training" tab, first item "Dragoon" then "train armor" then
"info" opens a box (that needs to be resized) with info on the feat, its requirements and its keywords in a format I understand. Sweet! I will play around with this later.

Can you put something like this in a separate tab like "glossary" or "basic info" just so I can click on one thing at a time and study it in detail? Like one selection for "armors" and another for "weapons"? To much text at once (all options) is intimidating.

Note: Trying to use the tab to train fighter 1; is confusing, and don't understand what I am doing; information overload. Can you make a simplified version?

Step 1: Select Race (Dwarf)
Step 2: Select Role (Fighter)
Step 3: Select Role Specialization (General, Melee, Ranged)

...and so forth, with each selection opening a little more info/options.

B) Selected "Rotation" tab; weapon choice "One-Handed Axe". Attacks drop down menu showed only these axe attacks, so far so good.

Can you configure it so attacks 1-3 show only the primary axe attacks and attacks 4-6 show only the secondary; if not, can you add the words (primary or secondary) to the drop down menu options?

So what do I do now? How do I figure out what combinations of primary and secondary attacks work well together so the slots 1-3 light up the green effects of slots 4-6?

Can you display more info to the right side?

For example, if I select Attack #1 "Hack" can it display to the right info like damage, cool downs, and special effects (if any)? Can it show something like "Note: Hack opens up the effect of Hew"?

The first box is "acid damage", it can be changed. How do I know what to select if I don't know what the axe effects are (with the info on hand)?

If I selected Attack #1 "Hack" and it tells me that hack has effect "Flat footed vs Orcs", then I know what "effects" to search in the filter. It seems backwards to me right now...

I will play around with it more later today, to see if I can figure things out....

My goal: Select a category of weapon, select a weapon, select an attack feat, find synergies and give me the info in a clear format (no bells and whistles).

Example: One Handed Axe; Battleaxe +1;(1)Chop,(2)Cut,(3)Hack,(4)Mangle,(5)Carve,(6)Hew; (attack 1 opens up green effect of attack 5); list of all effects in this combination

Lots to learn....

Sovereign Court Goblin Squad Member

I haven't figured out automatic resizing of the pop-up windows yet. It bugs me. As soon as I do figure it out it'll be fixed.

If you're looking for information on one feat at a time check the wiki tab. It has keyword matching as well as information on what many feats do. Eventually the keyword matching will move to its own tab to clean things up.

Automatic training up to a given level in something is highly non-trivial in many cases. For low levels it is easy, but for high levels it can get too complex to be worthwhile automating (until I come up with a good algorithm). Plus many people will want to be multi-role, so forcing them to choose a role to start won't work well.

The rotation tab is incomplete. Right now it only really works as a way to search all attacks/expendables/consumables/utilities for a given effect to help with coming up with combos. There are two ways to search for effects on the rotation tab. One is the dropdown menu which gives an exhaustive list of every effect of every magnitude. It's alphabetized so acid damage comes first. The other is a search function.

The weapon selection is basically a start towards setting up rotation calculations but that part is incomplete, so ignore the weapon selection on that tab for now. Essentially the weapon selection is like step 1 of like 10 in the code and was all I had time for when working on that tab. And yes it's on the todo list to break into 3 primaries and 3 secondaries.

I'll add info buttons to the rotation tab like the wiki tab has for attacks. Edit: Already added to v63. More stuff to do before release, but it'll be one of the features.

As for what attack sets up another, as I said lots of work still needed on the rotation tab. Right now the effects are just text as far as the code is concerned. Well, more like a string of letters and numbers. For all it knows an effect of 'Dazed (1 round)' might as well be 'ibwufcunvoisfob'. It'll be a bit until I get the code to recognize what all the effects really mean as there are a few other things I want to add first.

Sovereign Court Goblin Squad Member

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v63

Didn't quite get done all I wanted to for this version, but going to release anyways.

V63 CHANGELOG:
============
*Fixed a bug where deleting columns on the armor pop-up windows and then resorting and recalculating factor points would grab the wrong information.
*Added sprinting to the travel tab.
*Added section on convert stats tab to get the average damage profile of a one time dot (afflicted, bleeding, burning) based on the other given stats and the target's relevant recovery. Damage profile = average total damage done after given round. Note that dots scale based on target hp!
*Can now convert to and from dots in the stat conversion part of the tab.
*Added attack info buttons on the rotation tab.
*Hopefully fixed a rare crash when scrolling on pop-up windows.

Sovereign Court Goblin Squad Member

Will include the new data in the next build. Bit of behind the scenes work to accommodate the new armor feat keyword scalings, so no guarantee it will be out today.

In order to take into account dots in the survivability calculations I may drop the factor points and simply go with hits to kill. I assume no one has issue with this?

May or may not include green/non-green damage when doing keyword matching between attacks and weapons or expendables and features. Depends on how much energy I have for that in the next day or so. Kinda wanna test out the new alpha build.;)

Edit: Training everything to max now takes us into 2095. 70,596,969 xp!

Sovereign Court Goblin Squad Member

v64

V64 CHANGELOG:
============
*Added some basic intro text to the calculator tab, along with some links.
*Selecting a weapon on the rotation tab will now cause the attacks to be broken in primaries and secondaries. (Still a lot to do on the rotation tab, but one minor step forward.)
*Adjusted threat calculations based on blog.
*New data from devs.
*Basic attacks will now always count as level 1 when doing weapon<->attack keyword matching.
*For technical reasons related to the inclusion of dots replaced Factor Points with Hits to Kill on armor keyword matching.
*If you choose to include recovery bonuses when showing keyword matches you will also see an option on the top to select the type of dot (afflicted, bleeding, burning). Your bonus to the relevant recovery from armor keyword matches will be added to your naked (base) recovery against that dot type.
*Corrected dot calculations to take into account effect power and effect protection in armor matching. (Not yet corrected on convert stats page.)
*When doing feature->expendable and weapon->attack keyword matching you can now specify stats at the top of those pop-up windows. Pressing 'Calculate' will then find the average damage, max damage, stamina efficiency (average damage over stamina cost), and power efficiency for each attack/expendable based on its number of matched keywords. This takes into account factors like precise, penetrating, extra base damage, and dots. There is also an entry for additional base damage to be applied to all attacks (eg. sneak attack or fighter role features).

Due to spending many hours on this today I don't have the energy to also incorporate 'green damage', the damage when the attack has its conditionals activated and the button goes green. So the 'green damage' checkbox should have no effect in this version.

Goblin Squad Member

Does your program has a way to update itself automatically, or manually?

Keeping up with the updates is a daily adventure.... :)

Goblin Squad Member

Try unpacking each new version on top of the old version, over-writing whatever it wants to over-write. It'll only a few seconds.

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