Damage comparisons between classes


Pathfinder Second Edition General Discussion

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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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The main damage analysis I trust is recorded game damage in a variety of situations. White room damage rarely matches what occurs in game when all the pieces are moving.


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That's a nice, quick tool for comparing baseline damage between classes. I like it. Thanks for sharing!


I like you layout and the options you provide to select from.

However, PF2 is pretty easy to summarize for DPR. The fighter wins, because of higher attack bonus.

Giant Instinct Barbarian gets an honorable mention for highest single damage attack, but still falls behind because of lower attack bonus. It can however be helpful in dealing with DR.

At very high levels, the flurry ranger also gets an honorable mention because their ability to make 3+ attacks at -2 MAP.

Everybody else is behind. Not terribly so, but behind.

Shadow Lodge

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Claxon wrote:

I like you layout and the options you provide to select from.

However, PF2 is pretty easy to summarize for DPR. The fighter wins, because of higher attack bonus.

Giant Instinct Barbarian gets an honorable mention for highest single damage attack, but still falls behind because of lower attack bonus. It can however be helpful in dealing with DR.

At very high levels, the flurry ranger also gets an honorable mention because their ability to make 3+ attacks at -2 MAP.

Everybody else is behind. Not terribly so, but behind.

Offhand, I'd think a Rogue(Thief) with Gang Up, Opportune Backstab, Precise Debilitation, and Preparation feats would be up there as well with up to three 'no MAP' strikes per game round (First attack of your round, plus two opportune backstab reactions before your next round) if your allies can land a few melee strikes of their own.

Of course, you'd probably want at least two other melee strikers in your party for a Preparation build like this since the extra reaction is a waste if your allies aren't actually hitting...


Claxon wrote:

I like you layout and the options you provide to select from.

However, PF2 is pretty easy to summarize for DPR. The fighter wins, because of higher attack bonus.

Giant Instinct Barbarian gets an honorable mention for highest single damage attack, but still falls behind because of lower attack bonus. It can however be helpful in dealing with DR.

At very high levels, the flurry ranger also gets an honorable mention because their ability to make 3+ attacks at -2 MAP.

Everybody else is behind. Not terribly so, but behind.

As I recall, the highest DPR build DMW could make was a giant instinct barbarian wielding two orc neck splitters. Though that was close to launch and new content or new strategies might have pushed past that by now.


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)!


Taja the Barbarian wrote:
Claxon wrote:

I like you layout and the options you provide to select from.

However, PF2 is pretty easy to summarize for DPR. The fighter wins, because of higher attack bonus.

Giant Instinct Barbarian gets an honorable mention for highest single damage attack, but still falls behind because of lower attack bonus. It can however be helpful in dealing with DR.

At very high levels, the flurry ranger also gets an honorable mention because their ability to make 3+ attacks at -2 MAP.

Everybody else is behind. Not terribly so, but behind.

Offhand, I'd think a Rogue(Thief) with Gang Up, Opportune Backstab, Precise Debilitation, and Preparation feats would be up there as well with up to three 'no MAP' strikes per game round (First attack of your round, plus two opportune backstab reactions before your next round) if your allies can land a few melee strikes of their own.

Of course, you'd probably want at least two other melee strikers in your party for a Preparation build like this since the extra reaction is a waste if your allies aren't actually hitting...

You get more damage with that strategy with Ruffian because their debilitation giving the enemy weakness to melee affect allies as well.

Thief Debilitation - 7 average for each strike, 3 MAPless strikes with that strategy 21 damage.

Ruffian Debilitation - 5 extra damage for each strike. 3 MAPless strike + 2 strikes from allies that made the strike to trigger the reaction for 25 damage.


Also, let me know if you have any special features you would want added!


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Some UI overhaul online now :)


Taja the Barbarian wrote:
Claxon wrote:

I like you layout and the options you provide to select from.

However, PF2 is pretty easy to summarize for DPR. The fighter wins, because of higher attack bonus.

Giant Instinct Barbarian gets an honorable mention for highest single damage attack, but still falls behind because of lower attack bonus. It can however be helpful in dealing with DR.

At very high levels, the flurry ranger also gets an honorable mention because their ability to make 3+ attacks at -2 MAP.

Everybody else is behind. Not terribly so, but behind.

Offhand, I'd think a Rogue(Thief) with Gang Up, Opportune Backstab, Precise Debilitation, and Preparation feats would be up there as well with up to three 'no MAP' strikes per game round (First attack of your round, plus two opportune backstab reactions before your next round) if your allies can land a few melee strikes of their own.

Of course, you'd probably want at least two other melee strikers in your party for a Preparation build like this since the extra reaction is a waste if your allies aren't actually hitting...

That is really heavily dependent on your party composition.

My experience was that there was only 1 other melee character besides my rogue, and so it was generally necessary for each of us to target different melee enemies. So such a thing wasn't a reliable strategy. I had picked up opportune backstab, but was only able to use it on the last enemy in a group, which was basically clean up duty.

Of course, this is the vacuum vs reality. But it's much harder to plan around things that require anyone else to be involved.

Captain Morgan wrote:
Claxon wrote:

I like you layout and the options you provide to select from.

However, PF2 is pretty easy to summarize for DPR. The fighter wins, because of higher attack bonus.

Giant Instinct Barbarian gets an honorable mention for highest single damage attack, but still falls behind because of lower attack bonus. It can however be helpful in dealing with DR.

At very high levels, the flurry ranger also gets an honorable mention because their ability to make 3+ attacks at -2 MAP.

Everybody else is behind. Not terribly so, but behind.

As I recall, the highest DPR build DMW could make was a giant instinct barbarian wielding two orc neck splitters. Though that was close to launch and new content or new strategies might have pushed past that by now.

I'd have to look back at that, I had been thinking that the fighter still won out because of the increased accuracy, though the barbarian definitely still had the highest per attack damage.

Shadow Lodge

Kyrone wrote:
Taja the Barbarian wrote:
Claxon wrote:

I like you layout and the options you provide to select from.

However, PF2 is pretty easy to summarize for DPR. The fighter wins, because of higher attack bonus.

Giant Instinct Barbarian gets an honorable mention for highest single damage attack, but still falls behind because of lower attack bonus. It can however be helpful in dealing with DR.

At very high levels, the flurry ranger also gets an honorable mention because their ability to make 3+ attacks at -2 MAP.

Everybody else is behind. Not terribly so, but behind.

Offhand, I'd think a Rogue(Thief) with Gang Up, Opportune Backstab, Precise Debilitation, and Preparation feats would be up there as well with up to three 'no MAP' strikes per game round (First attack of your round, plus two opportune backstab reactions before your next round) if your allies can land a few melee strikes of their own.

Of course, you'd probably want at least two other melee strikers in your party for a Preparation build like this since the extra reaction is a waste if your allies aren't actually hitting...

You get more damage with that strategy with Ruffian because their debilitation giving the enemy weakness to melee affect allies as well.

Thief Debilitation - 7 average for each strike, 3 MAPless strikes with that strategy 21 damage.

Ruffian Debilitation - 5 extra damage for each strike. 3 MAPless strike + 2 strikes from allies that made the strike to trigger the reaction for 25 damage.

Yeah, but only if
  • you and all your allies are doing the same damage type and
  • your target doesn't already have a damage-type weakness to exploit
If one of your allies uses a maul while the other prefers an axe, the advantage swings back to the thief (at least until double debilitation comes into play). Of course, things start to get messy (or just messier) when you need to calculate additional damage done by your teammates as well...


The highest damage is an AoE caster unloading on a group of monsters at high level. Untouchable levels of damage that melees just sit there and watch.

Single target damage against a powerful monster can vary depending on weaknesses, but in general is a fighter. It depends on group composition. If you hit a powerful creature with Synesthesia or Clumsy lowering its AC, while flanking with a bard or some other bonus to hit and the giant barbarian or rogue starts to look nasty.

The perfect finisher swashbuckler is doing well now too. Perfect Finisher is a game changing feat for a Swashbuckler. Gives them a powerful tool to use against powerful monsters.


Its a good start.
It need to get the ability score increase factored in.
Plus the increase in weapon proficiency.
Plus at least Monk.
I don't understand why there are dips at level 19 for some classes.


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Gortle wrote:
It need to get the ability score increase factored in.

It says it does. And I'm inclined to believe it does. It's the only explanation for the damage increase from level 19 to 20.

Quote:
Plus the increase in weapon proficiency.

Those seem present as well. That's why level 13 is a jump in damage despite the fact that the AC increase on the target is above average.

Quote:
I don't understand why there are dips at level 19 for some classes.

Level 18 to 19 has a rather big increase in the target's AC (+3). That would be an even bigger drop for anybody if level 19 wasn't also when Major Striking Runes happen.


But the fighter has the same to hit as the Barbarian.


Gortle wrote:
But the fighter has the same to hit as the Barbarian.

Does he? When I deactivate the Rage on the Barbarian, the fighter deals quite a bit more damage than the barbarian. Same for all other classes when I deactivate their class abilities (sneak, edge, etc.).


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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.

Dataphiles

Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber
Captain Morgan wrote:
Claxon wrote:

I like you layout and the options you provide to select from.

However, PF2 is pretty easy to summarize for DPR. The fighter wins, because of higher attack bonus.

Giant Instinct Barbarian gets an honorable mention for highest single damage attack, but still falls behind because of lower attack bonus. It can however be helpful in dealing with DR.

At very high levels, the flurry ranger also gets an honorable mention because their ability to make 3+ attacks at -2 MAP.

Everybody else is behind. Not terribly so, but behind.

As I recall, the highest DPR build DMW could make was a giant instinct barbarian wielding two orc neck splitters. Though that was close to launch and new content or new strategies might have pushed past that by now.

It’s probably no longer correct, I think the highest damage build by now will be something boring like an overwhelming assault fighter using a Rhoka sword, or a certain strike fighter two handing a Rhoka sword.


Exocist wrote:
Captain Morgan wrote:
Claxon wrote:

I like you layout and the options you provide to select from.

However, PF2 is pretty easy to summarize for DPR. The fighter wins, because of higher attack bonus.

Giant Instinct Barbarian gets an honorable mention for highest single damage attack, but still falls behind because of lower attack bonus. It can however be helpful in dealing with DR.

At very high levels, the flurry ranger also gets an honorable mention because their ability to make 3+ attacks at -2 MAP.

Everybody else is behind. Not terribly so, but behind.

As I recall, the highest DPR build DMW could make was a giant instinct barbarian wielding two orc neck splitters. Though that was close to launch and new content or new strategies might have pushed past that by now.
It’s probably no longer correct, I think the highest damage build by now will be something boring like an overwhelming assault fighter using a Rhoka sword, or a certain strike fighter two handing a Rhoka sword.

Do you mean overwhelming blow? It's lvl 16.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber

I don't usually compare things like DPR. This is why everyone complained about the rogue in PF1. Because he was supposedly "underpowered" compared to this class or that class.
I can agree... if we are playing a tabletop wargame. But it's a roleplaying game. The classes all have abilities that help in so many ways outside of combat, that it really does make them worthwhile to play even if they don't outdamage the fighter.


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Ched Greyfell wrote:

I don't usually compare things like DPR. This is why everyone complained about the rogue in PF1. Because he was supposedly "underpowered" compared to this class or that class.

I can agree... if we are playing a tabletop wargame. But it's a roleplaying game. The classes all have abilities that help in so many ways outside of combat, that it really does make them worthwhile to play even if they don't outdamage the fighter.

The rogue was awful in 1e, and the damage output was only part of the problem. The out of combat versatility was far outshone by other classes (like the Bard or Wizard) and any single area of expertise could be focused on to a similar extent by any character. The fact that their damage was awful simply pushed them over the edge into liability, because if your damage is bad you need to bring something else to the table, which the (chained) rogue didn't.


Ched Greyfell wrote:

I don't usually compare things like DPR. This is why everyone complained about the rogue in PF1. Because he was supposedly "underpowered" compared to this class or that class.

I can agree... if we are playing a tabletop wargame. But it's a roleplaying game. The classes all have abilities that help in so many ways outside of combat, that it really does make them worthwhile to play even if they don't outdamage the fighter.

there's still value to he gained by looking at this data.

There's a bunch of different kind of players between min/max and role players. Some like to power game at least to some degree.
How the classes stack up to each other particularly since you can input weapon stats is an invaluable tool for that.

For instance I wasn't sure about the light pick vs rapier for the investigator and the tool shows that the light pick is slightly worse. For a single attack investigator build.
Or how a D8 weapon squares off against a D6 Deadly D8 weapon.


TheAziraphale wrote:

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

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.

Group tactics also matter a lot of course. The dual weapon ranger character I play is in a party with a shield champion, a bard and a (primal) witch, and we choose to not be mobile, but stand in front of the enemy and exchange attacks, which works very good for a melee flurry ranger and a shield champion as long as we're next to each other. In this situation, doubling rings, sneak attack and elemental runes are a perfect combination for a melee flurry ranger.


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Ched Greyfell wrote:

I don't usually compare things like DPR. This is why everyone complained about the rogue in PF1. Because he was supposedly "underpowered" compared to this class or that class.

I can agree... if we are playing a tabletop wargame. But it's a roleplaying game. The classes all have abilities that help in so many ways outside of combat, that it really does make them worthwhile to play even if they don't outdamage the fighter.

Some people like to feel like they're helping in cooperative games. My first dnd experience was a PF1 Martial Artist Monk. It was a miserable experience because it was obvious that my contribution was so small it did not matter.

Fortunately even the worst character you can make in PF2 isn't even remotely as bad as the PF1 Core Rogue/Monk.


Really cool tool, I've just spend way too long playing with it instead of going to sleep.

A couple of wishlist items and a question:

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)

Wishlist 2: Multiple weapons, to check out various dual wielding combinations

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)

One again, thanks for the great tool, even if it doesn't give the full picture, I'm having a lot of fun visualizing how different weapons behave


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber

This story is 100% for entertainment purposes, and is not meant as any sort of a debate or anything.

I was running the Shackled City Adventure Path a few years ago, using the PF1 rules. In our home games, we do a thing that we have done ever since the days of Dark Sun in AD&D 2nd edition, called character trees. Basically how it works is at the beginning of a campaign, the player will make 3 characters. His main character is of course the one he starts off playing. But instead of his PC dying and him having to roll up another character, he already has 2 in the wings to choose from. The 2 tree characters earn half the XP of the main at all times (which in PF 1, depending on advancement track and such, generally put the backup character a level or two behind). So, the idea was that your tree characters already had a tie-in story. They were already known to the party, so if you had to bring in another character, we didn't have to do the whole, "You find yet another person locked in a cell that you will now free and he will join your party" scenario.
The players in the game were always free to switch out characters if they wanted to, even if they hadn't died. So the one you switched to your main would then start gaining full XP while your former main started gaining half.
Well, I had one player who decided not to have backup characters. Instead, he was playing a rogue who had his Disguise skill maxed out as high as possible. Charisma jacked. He had Skill Focus Disguise, and the Deceitful feat for another +2. And he had several other personas (who were all the same character). One was a half-orc shaman named Thunder Boom-Boom who went around with a blanket over his head like a shawl. When it came time to pick the locks (as a rogue) he would go over to the door, pull the blanket over him and make tribal noises to pray the door open. I would have him make dice rolls and everything.
But my favorite was his barbarian (who was also still the rogue). Every combat, he would spend the first 3 rounds or so getting really angry. He would be raging so hard. And the other players would be sitting there, like... omg, when this guy finally lets loose, he's going to kill everything!
But he never even attacked anything. And the player would take me aside or pass me notes to let me know that, when it was his turn for watch, he was going to use Stealth and Perception to sneak down the hall and make sure the place was safe. He would do recon, and a bunch of really useful stuff when no one was watching.
It was.... HILARIOUS. And no one ever knew. They would sit around and talk about which of his "tree characters" was their favorite. And they seriously thought he had other characters.

I'm not certain whether he ever did any damage the entire campaign. But it's probably one of my favorite character concepts anyone has had in a long time.


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.

------------------------------

And to both of you, thanks for the feedback!

Liberty's Edge

Too bad it does not support Champion yet. I feel the Paladin's retributive strike is often unaccounted for in DPR calculations.


TheAziraphale wrote:
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.

Complete spitballing but my thinking is that, since you only need to allow for 2 weapons, you could have a series of checkboxes to enable each weapon at each map.

Trying to render it in text
.............. W1 W2
MAP 0... [] []
MAP -5.. [] []
MAP -10 [] []
MAP -10 [] []

This would also allow to see the effect of things like double slice, where 2 attacks use the same map


Remember that if you add multiple weapons, combined with multiple attacks, that you need to be able to check which weapon does which attacks.

For example with the flurry ranger, you can have a warhammer (wh) and a dogslicer (ds), and have the following series 1-wh-M0, 2-ds-M2, 3-ds-M4, 4-ds-M4 (,5H-ds-M4). Using the warhammer in other attacks increases map. Also this series allows you to use twin takedown, second sting, second sting, which adds quite some damage. And you need to compare damage/effect of the better weapon vs sneak attack, for which you'd use agile weapons.

I added all those possibilities in the xls, but that means a lot of manual steps, not sure if that was the plan for your tool.

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.


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.


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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))


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Thanks for the update, take your time and don't burn yourself out


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 ))


The off hand weapon support is awesome, thanks so much.

Now I can properly compare rapier vs short sword vs rapier+short sword for my rogue


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As a thought for displaying the information: tool tips on the graph showing the fully worked out numbers for the level the mouse is hovering


Cool, thanks for making this. I started making this in React too (Here's a link if it helps to see different UI approaches) (github) but I got distracted...

Also here's an old, hard to use, but very full featured, calculator for comparison.

Cool to see other people working on this.


citricking wrote:

Cool, thanks for making this. I started making this in React too (Here's a link if it helps to see different UI approaches) (github) but I got distracted...

Also here's an old, hard to use, but very full featured, calculator for comparison.

Cool to see other people working on this.

Good stuff. Shame you got distracted, seems to be the beginning of something good ^^.

The other tool seems advanced, but I agree it's kind of hard to use and takes a while to set up. Mine is aiming to be more lightweight for the user and letting the program do the heavy lifting (sacrificing some options). But who knows, in the end this tool might have as many features ^^.


More suggestions:
- Instead of entering numbers, have the option to select a weapon. That way, you also know all traits already. And it shortens the input.
- Not sure what I'm entering in the bonus to hit and damage fields. Some explanation when hovering over the option maybe?
- It's would help if you add the actual MAP value when you select a MAP. For example next to the MAP column.

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.


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.


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.


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 ^^


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Awesome work, thanks for all the effort you are putting into this


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Just wanted to chime in and say this is an awesome tool. Thank you for the updates!


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!


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 ))


Thanks for all the work you put into this


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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.


What's the highest dpr build you can come up with so far?

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