[program]DPS Calc + compare PC + Mac compatable (new version 0.0.6 1/8/2012) - Theorycrafting and Analysis - Diablo III Misc Forums - Forums - Diablo Fans

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Hellos,
I testet your DMG Calculator on my Monk 60 ....
And the Resulat was a small bit away from the Real DPS
My DPS are 31265.20 and your Program gave me 31711.9

Not sure if you know or not but mediafire is blacklisted on alot of firewalls and safe browsing software. Might wanna move it onto a site that does not try and install malware on your PC.

The background and text needs to be worked on. Everything is so small and unclear because of the background color and small text. It makes it so difficult to negative.

Demon Hunter passive Archery with crossbow is wrong. The 50% critical bonus shouldn't be represented on our DPS because if you compare it to your Diablo 3 DPS it will be off.

Overall pretty cool program, but just texture and background needs major working. I have a headache just trying to read the small text while the background blends in the texts. Also I suggest making it bigger and maybe put it on a website so it gets more exposure.

Hellos,
I testet your DMG Calculator on my Monk 60 ....
And the Resulat was a small bit away from the Real DPS
My DPS are 31265.20 and your Program gave me 31711.9

Iam DW MH a Spear OF a Dagger if this Matters

Just to give some Feedback

Hey, I'm going to assume, this is because your weapons have a %damage on them?

The background and text needs to be worked on. Everything is so small and unclear because of the background color and small text. It makes it so difficult to negative.

Demon Hunter passive Archery with crossbow is wrong. The 50% critical bonus shouldn't be represented on our DPS because if you compare it to your Diablo 3 DPS it will be off.

Overall pretty cool program, but just texture and background needs major working. I have a headache just trying to read the small text while the background blends in the texts. Also I suggest making it bigger and maybe put it on a website so it gets more exposure.

Thanks a lot for this feedback, it appears many people are finding it hard the the size of the program, we didn't want to make it too big so it didn't overbear people running on smaller screens, we felt the current size would be a reasonable size to work with, after receiving feedback from a number of people about this, we are looking into solutions on this matter.

The Archery passive was just a quick implement for many people who asked for it, we have a few good and innovative ideas on how we are going to display this in the future.

If by put on a website you mean a web app, this is something planned for future, and we also plan on having a website to host the file.

Thanks everyone for your continued feedback, helps us a lot!

You find a weapon that has 5.123 damage, it has 7% damage.

The game does this for us: 5.123 * 1.07 = 5.481610000000001

It then rounds this number for us to a whole number which in this case is going to be 5 (assuming it rounds to closest).

To reverse engineer the above number most people would think, lets now reduce that value by 7%... which gives you
5*0.93
4.65

Thus the error margin has just been massively increased; if the game gave the number from point of origin it would be a great deal simpler to work out the DPS to perfection.

But unfortunatly it isnt, so unless you had a google super computer, this is very hard to work out, unless blizzard give us the foruma or tell us in game the origon of the weapon.

Ideas from the fans:
"add situational skills" - we have already started implimenting a few, thinking about innovative ideas to include this very informaly

I have one suggestion for the situational skills.
You can add a second calculate dps button, you can name it for example Calculate Buffed DPS, that calculates damage + on use skills (like barb overpower, wizard magic weapon etc.). You can also add enchantress 3% IAS or scountrell 3% crit and also the 25% frenzy buff from beacons.

Ideas from the fans:
"add situational skills" - we have already started implimenting a few, thinking about innovative ideas to include this very informaly

I have one suggestion for the situational skills.
You can add a second calculate dps button, you can name it for example Calculate Buffed DPS, that calculates damage + on use skills (like barb overpower, wizard magic weapon etc.). You can also add enchantress 3% IAS or scountrell 3% crit and also the 25% frenzy buff from beacons.

That's a nice suggestion!

The idea we have in our heads right now is to leave DPS as flat damage (no passives) then when you hover over it like a speach bubble kind of panel pops up saying what skills you have selected how much damage each skill will give you and a total damage. i dunno what you guys think of this idea?

You find a weapon that has 5.123 damage, it has 7% damage.

The game does this for us: 5.123 * 1.07 = 5.481610000000001

It then rounds this number for us to a whole number which in this case is going to be 5 (assuming it rounds to closest).

To reverse engineer the above number most people would think, lets now reduce that value by 7%... which gives you
5*0.93
4.65

Thus the error margin has just been massively increased; if the game gave the number from point of origin it would be a great deal simpler to work out the DPS to perfection.

But unfortunatly it isnt, so unless you had a google super computer, this is very hard to work out, unless blizzard give us the foruma or tell us in game the origon of the weapon.

Actually to reverse engineer that number would be a lot simpler if you just did the basic algebraic calculations.

5.123 * 1.07 = 5.481610000000001

so therefor if you did not originally know the origin point of 5.123 you could solve for that like this

x * 1.07 = 5.481610000000001

x = 5.481610000000001 / 1.07

Now as you said Diablo 3 has a strange way of rounding the numbers so in this case as you said it would round down. By doing your calculations of multiplying by 0.93 you returned a result of 4.65 but if you were to just divide by 1.07 instead you would return the number 4.6728971962 which if only by a small bit is still slightly closer to your actual origin point.

You find a weapon that has 5.123 damage, it has 7% damage.

The game does this for us: 5.123 * 1.07 = 5.481610000000001

It then rounds this number for us to a whole number which in this case is going to be 5 (assuming it rounds to closest).

To reverse engineer the above number most people would think, lets now reduce that value by 7%... which gives you
5*0.93
4.65

Thus the error margin has just been massively increased; if the game gave the number from point of origin it would be a great deal simpler to work out the DPS to perfection.

But unfortunatly it isnt, so unless you had a google super computer, this is very hard to work out, unless blizzard give us the foruma or tell us in game the origon of the weapon.

Actually to reverse engineer that number would be a lot simpler if you just did the basic algebraic calculations.

5.123 * 1.07 = 5.481610000000001

so therefor if you did not originally know the origin point of 5.123 you could solve for that like this

x * 1.07 = 5.481610000000001

x = 5.481610000000001 / 1.07

Now as you said Diablo 3 has a strange way of rounding the numbers so in this case as you said it would round down. By doing your calculations of multiplying by 0.93 you returned a result of 4.65 but if you were to just divide by 1.07 instead you would return the number 4.6728971962 which if only by a small bit is still slightly closer to your actual origin point.

4.6728971962 is very far from 5.123. You'd be hard-pressed to find anyone satisfied with an answer that's 0.55 away from the actual one. The problem is that the game rounds, without giving us the original number. If it gives us 5 damage, the actual number could be anywhere from 4.51 to 5.49 (just leaving it at two decimal places), giving us a huge margin of error, even at small numbers. Imagine the margin of error with level 60 items who have damage ranges with numbers in the hundreds.

That's the problem, and why no DPS calculator can be 100.00% accurate.

There seems to be a small problem with the item comparison with regards to offhands like shield or sources.
There is no option to directly choose a source so you have to use the option dual wield (OH) and then choose source.
However it appears to be assuming the input stats are a weapon instead of a source.

If I put in a 2 identical sources (41-241 damage, 68 int and 7% crit) it shows it as a gain of 5.3k damage while the input stats are identical.

You find a weapon that has 5.123 damage, it has 7% damage.

The game does this for us: 5.123 * 1.07 = 5.481610000000001

It then rounds this number for us to a whole number which in this case is going to be 5 (assuming it rounds to closest).

To reverse engineer the above number most people would think, lets now reduce that value by 7%... which gives you
5*0.93
4.65

Thus the error margin has just been massively increased; if the game gave the number from point of origin it would be a great deal simpler to work out the DPS to perfection.

But unfortunatly it isnt, so unless you had a google super computer, this is very hard to work out, unless blizzard give us the foruma or tell us in game the origon of the weapon.

Actually to reverse engineer that number would be a lot simpler if you just did the basic algebraic calculations.

5.123 * 1.07 = 5.481610000000001

so therefor if you did not originally know the origin point of 5.123 you could solve for that like this

x * 1.07 = 5.481610000000001

x = 5.481610000000001 / 1.07

Now as you said Diablo 3 has a strange way of rounding the numbers so in this case as you said it would round down. By doing your calculations of multiplying by 0.93 you returned a result of 4.65 but if you were to just divide by 1.07 instead you would return the number 4.6728971962 which if only by a small bit is still slightly closer to your actual origin point.

4.6728971962 is very far from 5.123. You'd be hard-pressed to find anyone satisfied with an answer that's 0.55 away from the actual one. The problem is that the game rounds, without giving us the original number. If it gives us 5 damage, the actual number could be anywhere from 4.51 to 5.49 (just leaving it at two decimal places), giving us a huge margin of error, even at small numbers. Imagine the margin of error with level 60 items who have damage ranges with numbers in the hundreds.

That's the problem, and why no DPS calculator can be 100.00% accurate.

That is true regardless of which way you go about it with a % modifier it would make it difficult without knowing how much was rounded (either up or down) although large numbers in the hundreds would be less affected by ratio to the source.

If we look at two source numbers 5.123 and 512.34 and apply the same type of calculations as before

5.123 * 1.07 = 5.481610000000001

Which is then rounded to 5 by the Diablo client itself. We then try to reverse engineer the source by taking the rounded number and dividing by the percent damage gain of 07%.

5 / 1.07 = 4.6728971962

The number we come up with as we agreed is 0.4501028038 lower then the actual source number. Which in comparison using such small numbers is a 08.7859223853211% decrease in damage (just under 9%).

Now with larger numbers this percentage would be much lower of a chunk.

512.34 * 1.07 = 548.2038

Which by the same logic would be rounded to 548. Now we reverse engineer this number in the same exact fashion we did before.

548 / 1.07 = 512.1495327102804

Which is only 0.1904672897196 lower then the original source number, and furthermore is 0.03717595536549947% loss due to the rounding (just under 0.04%).

Now all of this is offtopic from what I was originally posting about. The way they were reverse engineering the source number by multiplying by 0.93 would give different results all together.

548 * 0.93 = 509.64

Which is 2.7 lower then the original source number there by skewing the results even further.

This is really great but I feel like just going all the way and putting in the defensive side of things as well would make this perfect.

I love that I can compare items I see on the AH (since you can't really tell how they will affect your stats) but I would love to see what I might be sacrificing on the defense side without going to another program.

It would be great if there could be a 1 stop shop program that pretty much emulated the paper doll character sheet in game as closely as possible and the user just changes the gear around.

EDIT:

So some feedback after playing around with it more. I am using the Monk.

It almost calculated my DPS 100% correctly, it was off by about 200 DPS. Besides that, it seems to be miscalculating some other numbers, or maybe it's just presenting them in a different way than the character sheet in game. Here's a list...

It's saying my "Weapon Calculated AS" is 1.009 when in game it is 2.03/1.86

It says my "Primary Stat Mod" is 17.45 but in game it's 16.87 (1687%)

"Weapon Average Damage" is shown as "9"

"Attack Speed Mod" is shown as "1", not sure what that is supposed to be

"Critical Mod" shows 1.6, which I am guessing is 160% Crit Damage, but I have 231% Crit Damage.

Hey, thanks for the feedback however, what do you mean quivers don't work at all? i am confused what you mean here? you just select offhand?

When i select offhand in the comparison box and for instance put in 50 dex, the calculation says i loose ALL my dps when i do that. And i do mean all hehe -38k ish.

I testet your DMG Calculator on my Monk 60 ....

And the Resulat was a small bit away from the Real DPS

My DPS are 31265.20 and your Program gave me 31711.9

Iam DW MH a Spear OF a Dagger if this Matters

Just to give some Feedback

Yes i use 2 weapons, in primary weapon 1 Mace and in secondry weapon 1 sword.

Regards

The background and text needs to be worked on. Everything is so small and unclear because of the background color and small text. It makes it so difficult to negative.

Demon Hunter passive Archery with crossbow is wrong. The 50% critical bonus shouldn't be represented on our DPS because if you compare it to your Diablo 3 DPS it will be off.

Overall pretty cool program, but just texture and background needs major working. I have a headache just trying to read the small text while the background blends in the texts. Also I suggest making it bigger and maybe put it on a website so it gets more exposure.

Hey, I'm going to assume, this is because your weapons have a %damage on them?

Thanks a lot for this feedback, it appears many people are finding it hard the the size of the program, we didn't want to make it too big so it didn't overbear people running on smaller screens, we felt the current size would be a reasonable size to work with, after receiving feedback from a number of people about this, we are looking into solutions on this matter.

The Archery passive was just a quick implement for many people who asked for it, we have a few good and innovative ideas on how we are going to display this in the future.

If by put on a website you mean a web app, this is something planned for future, and we also plan on having a website to host the file.

Thanks everyone for your continued feedback, helps us a lot!

I have one suggestion for the situational skills.

You can add a second calculate dps button, you can name it for example Calculate Buffed DPS, that calculates damage + on use skills (like barb overpower, wizard magic weapon etc.). You can also add enchantress 3% IAS or scountrell 3% crit and also the 25% frenzy buff from beacons.

Cheers

That's a nice suggestion!

The idea we have in our heads right now is to leave DPS as flat damage (no passives) then when you hover over it like a speach bubble kind of panel pops up saying what skills you have selected how much damage each skill will give you and a total damage. i dunno what you guys think of this idea?

Actually to reverse engineer that number would be a lot simpler if you just did the basic algebraic calculations.

5.123 * 1.07 = 5.481610000000001

so therefor if you did not originally know the origin point of 5.123 you could solve for that like this

x * 1.07 = 5.481610000000001

x = 5.481610000000001 / 1.07

Now as you said Diablo 3 has a strange way of rounding the numbers so in this case as you said it would round down. By doing your calculations of multiplying by 0.93 you returned a result of 4.65 but if you were to just divide by 1.07 instead you would return the number 4.6728971962 which if only by a small bit is still slightly closer to your actual origin point.

That's the problem, and why no DPS calculator can be 100.00% accurate.

Aldrek - Barbarian | Elzrek - MonkThere is no option to directly choose a source so you have to use the option dual wield (OH) and then choose source.

However it appears to be assuming the input stats are a weapon instead of a source.

If I put in a 2 identical sources (41-241 damage, 68 int and 7% crit) it shows it as a gain of 5.3k damage while the input stats are identical.

That is true regardless of which way you go about it with a % modifier it would make it difficult without knowing how much was rounded (either up or down) although large numbers in the hundreds would be less affected by ratio to the source.

If we look at two source numbers 5.123 and 512.34 and apply the same type of calculations as before

5.123 * 1.07 = 5.481610000000001

Which is then rounded to 5 by the Diablo client itself. We then try to reverse engineer the source by taking the rounded number and dividing by the percent damage gain of 07%.

5 / 1.07 = 4.6728971962

The number we come up with as we agreed is 0.4501028038 lower then the actual source number. Which in comparison using such small numbers is a 08.7859223853211% decrease in damage (just under 9%).

Now with larger numbers this percentage would be much lower of a chunk.

512.34 * 1.07 = 548.2038

Which by the same logic would be rounded to 548. Now we reverse engineer this number in the same exact fashion we did before.

548 / 1.07 = 512.1495327102804

Which is only 0.1904672897196 lower then the original source number, and furthermore is 0.03717595536549947% loss due to the rounding (just under 0.04%).

Now all of this is offtopic from what I was originally posting about. The way they were reverse engineering the source number by multiplying by 0.93 would give different results all together.

548 * 0.93 = 509.64

Which is 2.7 lower then the original source number there by skewing the results even further.

Suggestionswww.youtube.com/Draahl

Hardcore gamer since 1995.

www.youtube.com/Draahl

Hardcore gamer since 1995.

I love that I can compare items I see on the AH (since you can't really tell how they will affect your stats) but I would love to see what I might be sacrificing on the defense side without going to another program.

It would be great if there could be a 1 stop shop program that pretty much emulated the paper doll character sheet in game as closely as possible and the user just changes the gear around.EDIT:

So some feedback after playing around with it more. I am using the Monk.

It almost calculated my DPS 100% correctly, it was off by about 200 DPS. Besides that, it seems to be miscalculating some other numbers, or maybe it's just presenting them in a different way than the character sheet in game. Here's a list...

It's saying my "Weapon Calculated AS" is 1.009 when in game it is 2.03/1.86

It says my "Primary Stat Mod" is 17.45 but in game it's 16.87 (1687%)

"Weapon Average Damage" is shown as "9"

"Attack Speed Mod" is shown as "1", not sure what that is supposed to be

"Critical Mod" shows 1.6, which I am guessing is 160% Crit Damage, but I have 231% Crit Damage.

When i select offhand in the comparison box and for instance put in 50 dex, the calculation says i loose ALL my dps when i do that. And i do mean all hehe -38k ish.

www.youtube.com/Draahl

Hardcore gamer since 1995.