Nice DPS calculator spreadsheet for you guys to try out!
Hey all! Thanks for all the help testing the spreadsheet and working out any bugs. With it "complete", I'm taking down the download link, and am working on a free web-based app that should be done within the next week or so. We'll be ready to roll come release for sure!
Once ready, the stat calc will be found at d3dps.com.
The main issue that comes to mind is that different skills have different set speeds that are basically unknown (to me at least). I'm talking about abilities without cooldowns. So in my opinion, weapon damage and skill damage should be separated to some degree. The calculations are of course the same whether the skill damage is in the equation at the end or beginning.
So like, I would keep the spreadsheet how it is, but maybe put the skill damage part off to the side a bit, like on the far right maybe. This spreadsheet seems really best for calculating weapon damage before you calculate the skill damage. And in another area you could lay out calculations for skill damage.
And maybe at some point we'll figure out the base attack speeds for abilities (there may ceilings as well, based on the animation). So then a person could truly figure out what their DPS is with a given ability.
Unfortunately... to do this you really have to understand how each individual ability works.
This spreadsheet is great for deciding between two weapons using the same skill. But a player still can't decide between the same weapon with two different skills or two different weapons, with two different skills. It's still a great resource though. But the next step is dealing with the skills themselves, which to me seems like it would take a lot of effort.
The main issue that comes to mind is that different skills have different set speeds that are basically unknown (to me at least).
Skills with no cooldown are cast at the same speed as your attacks / second. So if you are at 1.63 attacks / sec on a wizard, you would cast Magic Missile at the same speed. Same with Barbarian & Bash etc... The only abilities that are not based off attack speed are those with cooldowns, and those leaving a damage-over-time effect on the targets / ground. I'm not sure why you think the skill speeds are so complicated. Blizzard made everything pretty cut and dry. There may be attack speed caps based on animations like in D2, but so far that has not been confirmed.
Also, with the "average strike" display, players could see what the ability would yield given their current itemization. This number is NOT impacted at all by attack speed, and would serve for abilities with cooldowns or damage-over-time effects. Some simple math would be required on the user's end.
Skills with no cooldown are cast at the same speed as your attacks / second. So if you are at 1.63 attacks / sec on a wizard, you would cast Magic Missile at the same speed. Same with Barbarian & Bash etc... The only abilities that are not based off attack speed are those with cooldowns, and those leaving a damage-over-time effect on the targets / ground. I'm not sure why you think the skill speeds are so complicated. Blizzard made everything pretty cut and dry. There may be attack speed caps based on animations like in D2, but so far that has not been confirmed.
Also, with the "average strike" display, players could see what the ability would yield given their current itemization. This number is NOT impacted at all by attack speed, and would serve for abilities with cooldowns or damage-over-time effects. Some simple math would be required on the user's end.
Yeah, I'm not convinced that all abilities simply cast at your attack speed. For example, Fists of Thunder even states in the tooltip that it's faster. Also, Splinters has been said to be slower than a single cast of Poison Dart. And when you look at abilities like Arcane Torrent and Rapid Fire, they have preset multipliers in terms of attack speed. Perhaps only certain abilities have an increased speed, but still it's enough to alter DPS calculations and makes it harder to understand how much damage you're actually doing.
Also, dots with cooldowns (and possibly higher cost dots) are calculated differently in terms of their damage, which could further confuse people who want to understand how much damage their dots are doing.
Skills with no cooldown are cast at the same speed as your attacks / second. So if you are at 1.63 attacks / sec on a wizard, you would cast Magic Missile at the same speed. Same with Barbarian & Bash etc... The only abilities that are not based off attack speed are those with cooldowns, and those leaving a damage-over-time effect on the targets / ground. I'm not sure why you think the skill speeds are so complicated. Blizzard made everything pretty cut and dry. There may be attack speed caps based on animations like in D2, but so far that has not been confirmed.
Also, with the "average strike" display, players could see what the ability would yield given their current itemization. This number is NOT impacted at all by attack speed, and would serve for abilities with cooldowns or damage-over-time effects. Some simple math would be required on the user's end.
Yeah, I'm not convinced that all abilities simply cast at your attack speed. For example, Fists of Thunder even states in the tooltip that it's faster. Also, Splinters has been said to be slower than a single cast of Poison Dart. And when you look at abilities like Arcane Torrent and Rapid Fire, they have preset multipliers in terms of attack speed. Perhaps only certain abilities have an increased speed, but still it's enough to alter DPS calculations and makes it harder to understand how much damage you're actually doing.
Also, dots with cooldowns (and possibly higher cost dots) are calculated differently in terms of their damage, which could further confuse people who want to understand how much damage their dots are doing.
This! In the case of the Monk there is already info on how much each generator affects aps and each one is different. So we will need each skills aps multiplier if any.
Was just playing around with it using my monk and I noticed two things.
First, where do you add elemental damage added to the weapon? For example if a weapon adds 1-2 Cold Damage it doesn't seem to get factored into the game's total DPS field either. If I enter all the data into the spreadsheet according to how my Monk is outfitted and I leave out this small bit of elemental damage from both of the daggers I'm equipping I get a very similar value of total DPS on your spreadsheet as I do in the game. You're spreadsheet reads 55.35 and the game reads 55.46. Could that minuscule .16 ammount of damage be all you get from 1-2 Cold Damage on the main hand ans 1-2 Poison Damage on the off-hand?
The second thing I noticed I think I heard someone mention it was a bug in the beta and I can definitely quantify it using your spreadsheet. When I take off my two rare daggers and change them for my two white "Balanced Simple Daggers" that add attack speed by way of +0.20 attacks per second on the main hand for a total of 1.70 aps on that hand and +0.14 attacks per second on the off hand for a total of 1.64 aps on that hand the calculations on the spreadsheet show that total DPS with this pair of daggers should be 42.89 while the game shows a much higher 47.26. As it seems both the +0.20 and +0.14 attacks speeds get added up to +0.34 attack speed and this gets applied to both hands for 1.84 aps on each hand. If I enter that aps on both hands on your spreadsheet I get 47.27 total DPS. So I'm not sure if this is actually a bug. Could explain why my Monk feels so strong with daggers that only deal 3-7 damage each and only a little bit stronger with slower 5-13 damage rare shivs that have their attack speed modified via a %.
First, where do you add elemental damage added to the weapon?
It is already in the tooltip damage. A weapon that has a base of 7-11 with an additional 2-4 holy damage will show 9-15 damage at the top. You don't need to add it in, the tooltip already did.
The second thing I noticed... attack speed modified via a %.
With items that have % speed modifiers, they are rounded up by the tooltip. Example: Base weapon speed of 1.2 APS with 3% increase would yield 1.236 APS. The tooltip would round up to 1.24. 1.1 with 4% should be 1.144, but is rounded down to 1.14. If you were to use the exact speeds in the sheet, I imagine the difference would be next to nothing compared to in-game. Also, do not add the bonus from each weapon to both. They are independent.
The same principal applies to damage % modifiers on weapons. 13-21 damage with a 14% increase should show 14.82 - 23.94 damage, but again is rounded to 15 - 24. The disclaimer on the sheet was because of these tooltip errors.
It is already in the tooltip damage. A weapon that has a base of 7-11 with an additional 2-4 holy damage will show 9-15 damage at the top. You don't need to add it in, the tooltip already did.
Also, do not add the bonus from each weapon to both. They are independent.
Go pickup a pair of plain white "Balanced" weapons and play with it yourself. The game is adding both direct bonuses to attack speed together and then adding the total bonus to each weapon separately. It's the only property I've seen doing this.
Go pickup a pair of plain white "Balanced" weapons and play with it yourself. The game is adding both direct bonuses to attack speed together and then adding the total bonus to each weapon separately. It's the only property I've seen doing this.
Alrighty, I will give this a good look at when I get home. I know items with the Keen affix work independently, and have tested this with numerous speed combinations and bonus speed %. Every test I've done thus far has resulted in very accurate calculations using the tooltip speed listed, including one I did with a Balanced Sabre and a Keen Broad Sword.
Assuming you are correct about using two balanced weapons, I imagine this is some sort of bug, since the Keen affix does not work this way. Also, if this is the only instance where bonus speed is cumulative, I don't think it will matter much once everyone is past lvl 13 and using all magical items. (Unless of course you have terrible luck on drops!)
Go pickup a pair of plain white "Balanced" weapons and play with it yourself. The game is adding both direct bonuses to attack speed together and then adding the total bonus to each weapon separately. It's the only property I've seen doing this.
Alrighty, I will give this a good look at when I get home. I know items with the Keen affix work independently, and have tested this with numerous speed combinations and bonus speed %. Every test I've done thus far has resulted in very accurate calculations using the tooltip speed listed, including one I did with a Balanced Sabre and a Keen Broad Sword.
Assuming you are correct about using two balanced weapons, I imagine this is some sort of bug, since the Keen affix does not work this way. Also, if this is the only instance where bonus speed is cumulative, I don't think it will matter much once everyone is past lvl 13 and using all magical items. (Unless of course you have terrible luck on drops!)
Heh, judging from the beta using two Balanced versions of the same weapon is better than having an average blue or rare. I'm guessing it's a bug, if not there will be even more demand for high quality magical and rare items. But, as you said, this is probably only a matter of the low level areas and character cap of the beta.
Go pickup a pair of plain white "Balanced" weapons and play with it yourself. The game is adding both direct bonuses to attack speed together and then adding the total bonus to each weapon separately. It's the only property I've seen doing this.
As promised, I did! And you are certainly right. Though I am fairly certain this is an unintended stat calculation, I figured out exactly how to duplicate the information on the spreadsheet, and have it corrected. I tested it with two very different damage weapons, one adding .15 APS, the other adding .14 APS. Perhaps the fact that it simply says "+0.15 Attacks Per Second" is why it works on both, but then so should % speed modifiers. Again, pretty sure it's a bug, but at least the spreadsheet will correctly calculate it until it is changed, if at all!
Was just playing around with it using my monk and I noticed two things.
First, where do you add elemental damage added to the weapon? For example if a weapon adds 1-2 Cold Damage it doesn't seem to get factored into the game's total DPS field either. If I enter all the data into the spreadsheet according to how my Monk is outfitted and I leave out this small bit of elemental damage from both of the daggers I'm equipping I get a very similar value of total DPS on your spreadsheet as I do in the game. You're spreadsheet reads 55.35 and the game reads 55.46. Could that minuscule .16 ammount of damage be all you get from 1-2 Cold Damage on the main hand ans 1-2 Poison Damage on the off-hand?
The Elemental damage affix should basically already be calculated into the weapon's base min-max damage. The only issue we've encountered with it so far is with the Poison affix which always seems to do less damage than it says for some odd reason. It's almost like having 2 - 4 Poison affix only does 1.5 - 3 and somehow deals 0.5 - 1 extra as a DoT (the green effect post attacking with it).
If you find out anything about this please do share
Hey all! Thanks for all the help testing the spreadsheet and working out any bugs. With it "complete", I'm taking down the download link, and am working on a free web-based app that should be done within the next week or so. We'll be ready to roll come release for sure!
Once ready, the stat calc will be found at d3dps.com.
I'll keep this thread updated!
Can't believe there's been over 200 views on this thread in the "Theorycrafting" forums and no replies.
http://www.d3unlimited.com
The main issue that comes to mind is that different skills have different set speeds that are basically unknown (to me at least). I'm talking about abilities without cooldowns. So in my opinion, weapon damage and skill damage should be separated to some degree. The calculations are of course the same whether the skill damage is in the equation at the end or beginning.
So like, I would keep the spreadsheet how it is, but maybe put the skill damage part off to the side a bit, like on the far right maybe. This spreadsheet seems really best for calculating weapon damage before you calculate the skill damage. And in another area you could lay out calculations for skill damage.
And maybe at some point we'll figure out the base attack speeds for abilities (there may ceilings as well, based on the animation). So then a person could truly figure out what their DPS is with a given ability.
Unfortunately... to do this you really have to understand how each individual ability works.
This spreadsheet is great for deciding between two weapons using the same skill. But a player still can't decide between the same weapon with two different skills or two different weapons, with two different skills. It's still a great resource though. But the next step is dealing with the skills themselves, which to me seems like it would take a lot of effort.
Skills with no cooldown are cast at the same speed as your attacks / second. So if you are at 1.63 attacks / sec on a wizard, you would cast Magic Missile at the same speed. Same with Barbarian & Bash etc... The only abilities that are not based off attack speed are those with cooldowns, and those leaving a damage-over-time effect on the targets / ground. I'm not sure why you think the skill speeds are so complicated. Blizzard made everything pretty cut and dry. There may be attack speed caps based on animations like in D2, but so far that has not been confirmed.
Also, with the "average strike" display, players could see what the ability would yield given their current itemization. This number is NOT impacted at all by attack speed, and would serve for abilities with cooldowns or damage-over-time effects. Some simple math would be required on the user's end.
Yeah, I'm not convinced that all abilities simply cast at your attack speed. For example, Fists of Thunder even states in the tooltip that it's faster. Also, Splinters has been said to be slower than a single cast of Poison Dart. And when you look at abilities like Arcane Torrent and Rapid Fire, they have preset multipliers in terms of attack speed. Perhaps only certain abilities have an increased speed, but still it's enough to alter DPS calculations and makes it harder to understand how much damage you're actually doing.
Also, dots with cooldowns (and possibly higher cost dots) are calculated differently in terms of their damage, which could further confuse people who want to understand how much damage their dots are doing.
This! In the case of the Monk there is already info on how much each generator affects aps and each one is different. So we will need each skills aps multiplier if any.
First, where do you add elemental damage added to the weapon? For example if a weapon adds 1-2 Cold Damage it doesn't seem to get factored into the game's total DPS field either. If I enter all the data into the spreadsheet according to how my Monk is outfitted and I leave out this small bit of elemental damage from both of the daggers I'm equipping I get a very similar value of total DPS on your spreadsheet as I do in the game. You're spreadsheet reads 55.35 and the game reads 55.46. Could that minuscule .16 ammount of damage be all you get from 1-2 Cold Damage on the main hand ans 1-2 Poison Damage on the off-hand?
The second thing I noticed I think I heard someone mention it was a bug in the beta and I can definitely quantify it using your spreadsheet. When I take off my two rare daggers and change them for my two white "Balanced Simple Daggers" that add attack speed by way of +0.20 attacks per second on the main hand for a total of 1.70 aps on that hand and +0.14 attacks per second on the off hand for a total of 1.64 aps on that hand the calculations on the spreadsheet show that total DPS with this pair of daggers should be 42.89 while the game shows a much higher 47.26. As it seems both the +0.20 and +0.14 attacks speeds get added up to +0.34 attack speed and this gets applied to both hands for 1.84 aps on each hand. If I enter that aps on both hands on your spreadsheet I get 47.27 total DPS. So I'm not sure if this is actually a bug. Could explain why my Monk feels so strong with daggers that only deal 3-7 damage each and only a little bit stronger with slower 5-13 damage rare shivs that have their attack speed modified via a %.
Just re-downloaded it from here, works fine.
It is already in the tooltip damage. A weapon that has a base of 7-11 with an additional 2-4 holy damage will show 9-15 damage at the top. You don't need to add it in, the tooltip already did.
With items that have % speed modifiers, they are rounded up by the tooltip. Example: Base weapon speed of 1.2 APS with 3% increase would yield 1.236 APS. The tooltip would round up to 1.24. 1.1 with 4% should be 1.144, but is rounded down to 1.14. If you were to use the exact speeds in the sheet, I imagine the difference would be next to nothing compared to in-game. Also, do not add the bonus from each weapon to both. They are independent.
The same principal applies to damage % modifiers on weapons. 13-21 damage with a 14% increase should show 14.82 - 23.94 damage, but again is rounded to 15 - 24. The disclaimer on the sheet was because of these tooltip errors.
Gotcha!
Go pickup a pair of plain white "Balanced" weapons and play with it yourself. The game is adding both direct bonuses to attack speed together and then adding the total bonus to each weapon separately. It's the only property I've seen doing this.
Alrighty, I will give this a good look at when I get home. I know items with the Keen affix work independently, and have tested this with numerous speed combinations and bonus speed %. Every test I've done thus far has resulted in very accurate calculations using the tooltip speed listed, including one I did with a Balanced Sabre and a Keen Broad Sword.
Assuming you are correct about using two balanced weapons, I imagine this is some sort of bug, since the Keen affix does not work this way. Also, if this is the only instance where bonus speed is cumulative, I don't think it will matter much once everyone is past lvl 13 and using all magical items. (Unless of course you have terrible luck on drops!)
Heh, judging from the beta using two Balanced versions of the same weapon is better than having an average blue or rare. I'm guessing it's a bug, if not there will be even more demand for high quality magical and rare items. But, as you said, this is probably only a matter of the low level areas and character cap of the beta.
As promised, I did! And you are certainly right. Though I am fairly certain this is an unintended stat calculation, I figured out exactly how to duplicate the information on the spreadsheet, and have it corrected. I tested it with two very different damage weapons, one adding .15 APS, the other adding .14 APS. Perhaps the fact that it simply says "+0.15 Attacks Per Second" is why it works on both, but then so should % speed modifiers. Again, pretty sure it's a bug, but at least the spreadsheet will correctly calculate it until it is changed, if at all!
The Elemental damage affix should basically already be calculated into the weapon's base min-max damage. The only issue we've encountered with it so far is with the Poison affix which always seems to do less damage than it says for some odd reason. It's almost like having 2 - 4 Poison affix only does 1.5 - 3 and somehow deals 0.5 - 1 extra as a DoT (the green effect post attacking with it).
If you find out anything about this please do share
http://www.d3unlimited.com