new expected damage tool


Pathfinder Second Edition General Discussion


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With the old tool not working I added 1-20 graphs to the new tool. Check it out here.

Let me know how it could look better or be easier to use. I'm still not sure the best way to input things like rage damage/dangerous sorcery.


Do you have an explanation for the tool somewhere? Clicking away, but I can't seem to make it do what I want.


Falco271 wrote:
Do you have an explanation for the tool somewhere? Clicking away, but I can't seem to make it do what I want.

No not yet… wanted to wait until the damage section is a bit more set in stone.

What specifically is not working/confusing?


Olihalcon?


citricking wrote:
Falco271 wrote:
Do you have an explanation for the tool somewhere? Clicking away, but I can't seem to make it do what I want.

No not yet… wanted to wait until the damage section is a bit more set in stone.

What specifically is not working/confusing?

I've fiddled around with excel to create a spreadsheet that can calculate damage, as I wanted to compare the (before APG) classes. Lots of things to consider. When do you get the multiple bonusses, based on character build. Like sneak (non-rogue), runes (8/10/16), etc.

I can't find how that should be added to the tool, which bonus to add where.

Main comparisons i'd be interested in are dual-weapon (flurry, agile fighter) vs large weapon damage dealers (fighter, barbarian), where lots of attacks with low MAP compare to fewer attacks with higher MAP. Taking extremes as an example: giant barb with 3 attacks and a d12 weapon, max number of runes, vs flurry ranger with minimal map max runes and sneak.

According to my own excelsheet, damage of flurry rangers spike after lvl 10, due to sneak and runes in combination with low map (even lower if you consider the tiger menuki/sweep and double prey), with another spike @lvl 18 (impossible flurry). Lots of dice. But trying to enter this im the tool is a nightmare. Lots of clicking and I'm not sure if I add the correct atiff.


I added fatal and there are now a couple starting routines to look at.

I'll add a few more. What do people think should be added first? Currently there's double slice pick fighter, greatsword fighter and fireball.


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I don't see much the point of having a few original graphs as I now get how it works.
It could be great to auto fill values instead. Like when you add a routine, you automatically have something in it. And having the Strike/Save drop down put first and highlighted with values like "Fighter Greatsword", "Fireball" and such. And when you select it, it auto fills values. So you can start with something and then change what you need. It would be better than to have curves you haven't asked for.

I'd like a way to put a malus to an attack, like the -2 from Double Slice second attack, without having to resort to MAP shenanigans.
Same for damage. Right now, I can't put Flame Strike, because I can't put a malus in number of damage dice.
Include weapon runes directly into martial damage calculation, as I always have to include them on the side.
Also, why 8 and 15 for weapon runes? You can have one at 8, 10 and 16.
I'd also put Fatal and such to weapon calculation instead of having to add it on the side.

And also a way to map Disintegrate. So maybe the ability to chain attacks and saves. It could be cool to also map poison damage.

I like the way this new tool is done. When you know the calculations, it's better than the old one as you can get to the tiny little pieces of things, like adding a bit of splash damage here without having to play with your Intelligence modifier. It's certainly because i'm experienced with the system and the previous tool, but I no more calculate the damage output of a Greatsword Fighter, obviously.
It could be great to also be able to modify the target with things like Clumsy, Frightened and such.

So many things...


SuperBidi wrote:


So many things...

So you can put negative numbers for things like number of dice or to hit bonus, with the by level adjustments when you click +. Just a problem is if it goes to 0 it's removed, so you have to type a negative number directly by adding -. I know that sucks so I'm going to change that.

Frightened is in, I'll get around to added the others eventually…

I don't like having runes built in so you exactly what's included, but I can definitely add another preset for 8 10 16.

I want to implement copying data to get around having to input so much every time.

Fatal is in now, not sure what you mean by that?

Disintegrate is pretty easy to do. I could include it as an example.

One point of the examples is so people could see how to do things, and they don't have to show up unless you click them.

Thanks for the input!


Thank you for your tool.
For Fatal, I may have missed it, I used your tool when you gave me the link a few days ago.


Made it easier to use.

Going to work on sharing capabilities now.


Examples make it a bit easier to use, copying would be perfect.

Double slice fighter example seems wrong, you add the weapon spec damage on a On Crit, but it should be on a x1, x2 entry.

Shouldn't weapon spec extra damage be added automatically?


Falco271 wrote:

Examples make it a bit easier to use, copying would be perfect.

Double slice fighter example seems wrong, you add the weapon spec damage on a On Crit, but it should be on a x1, x2 entry.

Shouldn't weapon spec extra damage be added automatically?

Look again? Weapon spec damage is in the first damage entry with weapon dice and ability score damage. The third damage entry is for the pick critical specialization.

And you can now copy routines.


Kinda got sharing working

Try it out

You can use the this to see how the thaumaturge compares in the tool


citricking wrote:
Falco271 wrote:

Examples make it a bit easier to use, copying would be perfect.

Double slice fighter example seems wrong, you add the weapon spec damage on a On Crit, but it should be on a x1, x2 entry.

Shouldn't weapon spec extra damage be added automatically?

Look again? Weapon spec damage is in the first damage entry with weapon dice and ability score damage. The third damage entry is for the pick critical specialization.

And you can now copy routines.

-

On Crit:
Dice: (None +@1 +1 +) d10 Fatal
Static: (+ +@5 +4 @12 +6 @19 +8 +)
Type: piercing none Persistent: x 1

Confused about the bolded entry. I see what you mean with the static damage in the weapon entry. But I can't place what the bolded numbers mean.

Is it correct that you can't add 1d6 sneak damage for non-rogue chars yet, when using an agile or finesse weapon?


Falco271 wrote:
citricking wrote:
Falco271 wrote:

Examples make it a bit easier to use, copying would be perfect.

Double slice fighter example seems wrong, you add the weapon spec damage on a On Crit, but it should be on a x1, x2 entry.

Shouldn't weapon spec extra damage be added automatically?

Look again? Weapon spec damage is in the first damage entry with weapon dice and ability score damage. The third damage entry is for the pick critical specialization.

And you can now copy routines.

-

On Crit:
Dice: (None +@1 +1 +) d10 Fatal
Static: (+ +@5 +4 @12 +6 @19 +8 +)
Type: piercing none Persistent: x 1

Confused about the bolded entry. I see what you mean with the static damage in the weapon entry. But I can't place what the bolded numbers mean.

Is it correct that you can't add 1d6 sneak damage for non-rogue chars yet, when using an agile or finesse weapon?

That's the pick critical specialization damage. When you get it at level 5 you do 4 more damage on a crit (2 x weapon dice number), when the number of dice increase at 12 and @19 it goes up to 6 then 8.

You can add sneak attack damage for anyone, currently you have to check yourself if the target is flatfooted.


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Just want to say, I appreciate all your hard work on this tool.

You're a hero, much appreciated.


vagrant-poet wrote:

Just want to say, I appreciate all your hard work on this tool.

You're a hero, much appreciated.

Thank you very much. I think I have most things in now.

I think I'll be working on making it prettier.

Is there anything else important to add first though?


I think it's fine, now. I managed to design poison, something I haven't been able to do with your previous tool, so kudos to you.
One thing that I don't see is the ability to express the results in % of one of the routine. It was really useful to me.

Also, I fail to understand the first graph. I nearly only use the second one. It could be nice to make it optional. Not there by default but you can select a value in the drop down to include it.


is it possible to set it up for spellstrike?


SuperBidi wrote:

I think it's fine, now. I managed to design poison, something I haven't been able to do with your previous tool, so kudos to you.

One thing that I don't see is the ability to express the results in % of one of the routine. It was really useful to me.

Also, I fail to understand the first graph. I nearly only use the second one. It could be nice to make it optional. Not there by default but you can select a value in the drop down to include it.

I see, I'll see about maybe switching how things are displayed.

So it's useful if you input different choices for a single character and want to see which routine is best versus higher/lower defenses/resistances, or if you want to see which is most likely to take a target out with 20 HP for example


littlebattler wrote:
is it possible to set it up for spellstrike?

Yes, just add the spell damage/effect to your strike.


Thank you for your continued investment in the tool. It's nice to be able to do comparisons for the hard math.


Plane wrote:
Thank you for your continued investment in the tool. It's nice to be able to do comparisons for the hard math.

Sorry, I don't know what you mean by that?


I like it. Thank you.


Plane wrote:
I like it. Thank you.

Ah thank you. I was sleepy and misread your first post as a request haha…


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I remember one thing I used sometimes: expressing damage in % of a creature's hp.


A few request:

- Please don't change the colors when you select different routines. Keep the same color for the same routine. Otherwise you end up lost.
- Expressing damage in % of one routine would be great.
- Expressing damage in % of a monster HP is cool/useful.
- For resistances and weaknesses, it's unusable as you have to select a specific number. Could you add minimum and maximum weakness/resistance and change the values by level?

And I love your new tool, it has completely replaced the old one for me. It's way more accurate, even if it's a bit longer to set up things.


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SuperBidi wrote:

A few request:

- Expressing damage in % of one routine would be great.

That's added now!

Made a huge change to the ui
Everyone please let me know how I can make things more clear.

The new way to add routines is far from finished though, that hopefully will be complete in a couple days.


Don't suppose there could be a way to track activities over more then one round? Helpful for all those reload weapons that stagger attacks.
A slightly darker background might help, like cream or off white, or make all the lines and borders darker/thicker so all the things you click pop more.
Perhaps a way to set resists of an enemy? So you can do a quick compare against different enemies. Might need a full list of damage types though.
I don't really understand why when you create a new routine your given options(that all can be changed later?) and then have to create the activity based on those choices. Just seems like an additional step that doesn't add anything. Is this because the other options, skill/cantrip/spell, aren't implemented yet?
Otherwise, great so far.

Dark Archive

Is there a easy way to do power attack or specific feats like that that add extra damage dice the vary over level?


OrochiFuror wrote:

Don't suppose there could be a way to track activities over more then one round? Helpful for all those reload weapons that stagger attacks.

A slightly darker background might help, like cream or off white, or make all the lines and borders darker/thicker so all the things you click pop more.
Perhaps a way to set resists of an enemy? So you can do a quick compare against different enemies. Might need a full list of damage types though.
I don't really understand why when you create a new routine your given options(that all can be changed later?) and then have to create the activity based on those choices. Just seems like an additional step that doesn't add anything. Is this because the other options, skill/cantrip/spell, aren't implemented yet?
Otherwise, great so far.

For tracking activities over multiple rounds you can just input 2 rounds worth of attacks, you can also set a multiplier of .5

There are now more buttons to quickly make routines, but yeah, the other choices aren't implemented yet.


Red Griffyn wrote:
Is there a easy way to do power attack or specific feats like that that add extra damage dice the vary over level?

For power attack just choose that, others aren't implemented yet though. You can always just click the "+" button in the damage dice section to add more damage dice at specific levels.


I added a button to share graphs to imgur, anyone try it yet?


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I tried it, it looks great.


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Added indications of your current bonus and damage, I hope this will make the tool a lot easier for people to understand.


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Added heroism, back swing, and Magus spell strike with some cantrips as options. What else would be best to add?

Pathfinder damage calculator


I'm starting to get used to it. Right now it's fine by me.


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Pathfinder damage calculator: https://bahalbach.github.io/PF2Calculator/

New: two weapon fighting easy to add, with ranger precision edge and double slice


Hi Citricking,

I took time to test the new UI, and it's awesome. I really like it.
I've used the shared to Imgur button, it works fine and it helps gaining time.

Overall, I see not much to add. One small bug: % of selected routine doesn't show in %.


I've been using it lots and I'm a big fan.


SuperBidi wrote:
One small bug: % of selected routine doesn't show in %.

Thanks! So you think it would be better to change the name or multiply the numbers by 100? "%" in a name looks a bit odd, but I think it's easy to understand

I also added taking into account the targets HP, so you can see expected damage with wasted damage taken into account.


citricking wrote:
SuperBidi wrote:
One small bug: % of selected routine doesn't show in %.

Thanks! So you think it would be better to change the name or multiply the numbers by 100? "%" in a name looks a bit odd, but I think it's easy to understand

I also added taking into account the targets HP, so you can see expected damage with wasted damage taken into account.

It speaks about % so I think it should be from 0 to 100. I also think it's easier to understand for anyone who's not much used to maths.

I've seen that. Unfortunately, you can't combine attacks (to take Double Slice, Flurry of Blows or Impossible Flurry into account), and combined attacks are the one scoring the most overkill (especially Impossible Flurry).


SuperBidi wrote:
I've seen that. Unfortunately, you can't combine attacks (to take Double Slice, Flurry of Blows or Impossible Flurry into account), and combined attacks are the one scoring the most overkill (especially Impossible Flurry).

Sorry, I'm not sure what you mean. You can combine attacks, the max damage will apply to all the attacks in a routine.


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citricking wrote:
SuperBidi wrote:
I've seen that. Unfortunately, you can't combine attacks (to take Double Slice, Flurry of Blows or Impossible Flurry into account), and combined attacks are the one scoring the most overkill (especially Impossible Flurry).
Sorry, I'm not sure what you mean. You can combine attacks, the max damage will apply to all the attacks in a routine.

I think we were not speaking of the same thing. Anyway, it's not very important.

One thing that is annoying is that when you add a new damage modifier (or to hit modifier) it starts with a value of 0. It should start with a value of 1, as most of the time (especially for dice) you add just one of them. It would also be easy to remove it right away (by putting it at 0).
Also, it could be great to have Power Attack dice (1, 10, 18) to the choice of damage dice.


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Just wanted to say THANK YOU to citricking!

This tool has been invaluable when working on homebrew content as a yard stick for class mechanics against existing classes. The tool has a bit of a learning curve, but once you get the hang of it its surprisingly flexible, powerful and it handles so many different types of mechanics with ease. Just a big step up from doing my "sense check" math on paper or in excel.


Cellion wrote:

Just wanted to say THANK YOU to citricking!

This tool has been invaluable when working on homebrew content as a yard stick for class mechanics against existing classes. The tool has a bit of a learning curve, but once you get the hang of it its surprisingly flexible, powerful and it handles so many different types of mechanics with ease. Just a big step up from doing my "sense check" math on paper or in excel.

Thank you! Glad it's been useful.

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