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    posted a message on Calculating Weapon Damage
    I have created a Barbarian damage calculator. It's in my signature link. Open it up in Excel 2007 or higher and play with it and it should solve all your problems.
    Posted in: Barbarian: Bastion's Keep
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    posted a message on Drsniper's Barbarian Calculator
    Yes, my plan is to keep it updated all the time. On a side not, does anyone know how much armor a boss or any elite monster has? and depending on that, how much damage is mitigated?
    Posted in: Barbarian: Bastion's Keep
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    posted a message on Drsniper's Barbarian Calculator
    Quote from Rhodair

    Well, heading to bed for real this time *shakes fist at your spreadsheet keeping me awake* :P

    Some quick notes I have so far would be to put a link as others have said already - perhaps just below the top center title of the "How to use" tab. It's quite common for people to download spreadsheets without bookmarking where they got it from and then say screw it to trying to find the forum thread again.

    I'm curious if you plan to have additional questions like "How many enemies are you fighting?" for things like Brawler (passive) or if you're just going to assume it always applies if you choose it? I'm assuming so but thought I'd ask for the sake of asking since you said the spreadsheet only includes things that have an impact on your damage yet the only passives I saw change anything were Ruthless and Weapons Master.

    Do you have plans to model Fury?

    All in all, this functions way better than many other game spreadsheets I've seen! It just needs gussying up which will come in time (and is subjective). Personally, I think it could all be one tab but maybe that's just me. I think with the proper borders and coloring you can format the two gear comparison columns (current and possible DPS) into the left half of a tab with both DPS values in the top row and freeze pane it. Then, active/passive skill selection on the right. Lastly, on the Active Skills table, Avg White Damage and Avg Crit Damage columns could be removed in my opinion. The approximate damage per hit is all that matters, which ought to be changed to DPS and include haste imo. The only reason I see having them would be for auditing purposes, but you could just as easily put your formula used as a mouseover note on the column title and let anyone interested in auditing your work go from there.

    Once again, baller spreadsheet you've got so far, and I don't mean to be so critical. I just see a lot of potential is all, and if my view differs from yours, s'all good.

    Thanks for looking at it and for the suggestions. I have updated the spreadsheet (Ver 1.01 now) with the link of the page where the updated version will always reside. I have also updated a minor error. The page is

    http://diablo3barb.wordpress.com/barbarian-calculator/

    You can also find it in my signature.

    Regarding the passive Brawler, at the moment I don't have it incorporated in the spreadsheet since it's not a static damage increase and depends on a "specific condition", in this case having 3 enemies within 8 yds. I have only incorporated those passives which give a static damage or critical chance increase which for the Barbarian are Ruthless, Weapons Master and No Escape (for Ancient Spear and Weapon Throw).

    Regarding Fury, I have plans for it, but I think it's much harder to model than just the damage so I have left it out for now. But I have plans for it and will start working on it soon.

    Yes, I think the spreadsheet could be packed in 1 tab, however I felt there are lots of people who use small monitors and for them they might have to scroll quite a bit if I put everything on one sheet.

    Thanks for all the suggestions.
    Posted in: Barbarian: Bastion's Keep
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    posted a message on Drsniper's Barbarian Calculator
    Quote from aldrek

    Quote from Drsniper

    Quote from aldrek

    I do have a minor suggestion though: a link to where we can check for updates, whenever you decide on a location to advertise this.
    When I played WoW, I had spreadsheets like this for damage calculations or combat table coverage, and I would always insert a link to where I could check to see if it got updated. Since the spreadsheet is locked, I can't do that myself.

    Just some quality-of-life stuff.

    Here is the blog that I just made. I will update it quite often after May 15th.

    http://diablo3barb.wordpress.com/

    and here is the page where I will update the spreadsheet

    http://diablo3barb.w...ian-calculator/
    Oh, I should have clarified. I was referring to a link inside the spreadsheet. It was more of a reminder thing that I would do, so I didn't forget to check for updates.

    But thanks for the link anyway.

    Sorry, I misunderstood you. I have put a link on the spreadsheet where you can always find the updated versions.
    Posted in: Barbarian: Bastion's Keep
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    posted a message on Drsniper's Barbarian Calculator
    Quote from aldrek

    I do have a minor suggestion though: a link to where we can check for updates, whenever you decide on a location to advertise this.
    When I played WoW, I had spreadsheets like this for damage calculations or combat table coverage, and I would always insert a link to where I could check to see if it got updated. Since the spreadsheet is locked, I can't do that myself.

    Just some quality-of-life stuff.

    Here is the blog that I just made. I will update it quite often after May 15th.

    http://diablo3barb.wordpress.com/

    and here is the page where I will update the spreadsheet

    http://diablo3barb.wordpress.com/barbarian-calculator/
    Posted in: Barbarian: Bastion's Keep
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    posted a message on Drsniper's Barbarian Calculator
    Quote from aldrek

    Very cool. I hope to see this kept up to date. I'd definitely use it.

    Yes, my plan is to keep it up to date. I plan on starting a blog to discuss about the spreadsheet and any other theory crafting that I do.
    Posted in: Barbarian: Bastion's Keep
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    posted a message on Drsniper's Barbarian Calculator
    Hi all. I have being thinking about making this spreadsheet for a while now. Since I am planning to roll a barbarian first, hence this spreadsheet. I feel every class is so unique in their spells and runes that there needs to be a separate spreadsheet for each of them.

    Now what does this spreadsheet do for you?

    Well if you are a Barbarian, it does 2 things for you.

    1a. You can choose your build(any 6 active skills) and the rune and it will compute the white damage range, white damage average, critical damage range, critical damage average, approximate damage, and any other damage due to extra effects from the rune for each skill. Hence it's useful for any offensive skill. For ex. if you select Ground Stomp, then it will show it does 0 MH (mainhand) and 0 OH (offhand) damage, however if you choose Ground Stomp with the rune Trembling Stomp (76% weapon damage), then it will show the amount of damage the rune would do. Here is a screenshot of it

    http://img341.images....rbskilldmg.jpg

    1b. You can also select your 3 passive skills and based on that your damage might change (For ex. if you have Weapons master and you are wielding a sword, then your damage will go up by 15% and so on.)

    1c. Skill affixes can also be added. Though it wasn't in the beta but it has been data mined, that weapons have affixes which enhance the damage or critical chance of some barbarian skills like Bash, Cleave, Seismic Slam and so on. You can also select the skill which has an affix and mention the amount of increase in that affix.


    2a. The other thing that it does, is to compare different pieces of gear in the same slot and how it affects the weapon damage and the overall DPS.

    Here is a screenshot of that tab.

    http://img443.images....omparisonv.jpg


    So how to use the spreadsheet the first time you open it.

    This is how it will look the first time you start it.

    http://img52.imagesh...35/howtouse.jpg

    1. The first thing that you want to do is Enable Editing and Enable Macros else it won't work.

    2. Press the "Input Char. Attb." and fill up the text boxes. Make sure you read what exactly you need to fill up for Crit % and Bonus Crit Damage %. Please read #8 and #9 on that worksheet. Press Enter to update the fields on the "Barb_Skill_Damage_Calculation" and "Gear_Comparison" worksheet.

    3. Now go to the "Barb_Skill_Damage_Calculation" worksheet and start playing with the different skills to see how much damage they do.

    4. Check the "Gear_Comparison" worksheet to change gear and see the effect on weapon damage and DPS.

    5. Any time you want to update both the stats of "Barb_Skill_Damage_Calculation" and "Gear_Comparison" at the same time, click on the "Input Char. Attb." button and fill it up. However you can also manually update each of those worksheets. (But in that case the other sheet won't be updated and you have to manually update that too.)

    Things to note.

    1. In the beta, some skills did damage from both MH and OH weapon (so weapon damage was calculated separately for them). Therefore, for now I have listed both MH and OH damage for every skill.

    2. The damage done by the skill that is shown takes into account the fact, that the monster has 0 armor and will take the entire damage. Once I know the armor values of all the monsters and how much damage they mitigate, I will update the spreadsheet likewise.

    3. This spreadsheet only cares about your damage and DPS. It doesn't list any effects that has nothing to do with damage.

    Please have a look at it and let me know if you find any bugs and if you have any suggestions. I hope the spreadsheet will help Barbarians who want to seriously theory craft and min-max their gear. Here is the link for the spreadsheet

    http://dl.dropbox.co...ator_v1.02.xlsm

    BTW programing isn't my profession, it's just a hobby, hence to some programers the spreadsheet might not look very professional. I apologize for that.
    Posted in: Barbarian: Bastion's Keep
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    posted a message on What are the Barb skills that uses different weapon dmg while dual wielding?
    While dual wielding, can anyone tell me what are the barbarian skills that use weapon damage alternatively depending on which hand is swinging.

    I had the notion that Weapon damage was solely based on Main hand weapon damage even while dual wielding (as was confirmed by Bashiok in a blue post), however it seems like people have tested in the beta that it isn't the case. Apparently skills like Bash give different damage output depending on which hand is swinging (Could be verified by using a high damage weapon on Main hand and a very low dps junk weapon on Off hand).

    So does anyone know which skills of the barbarian is affected by this?
    Posted in: Barbarian: Bastion's Keep
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    posted a message on An analysis: Number of builds for each class.
    Quote from toad1701a
    Hey Everyone, *** This post and it's calculations holds true ONLY if you play NON-elective mode or default skill mode *** *** The math below represents the lowest amount of skill combinations because in the initial calculation, I do not consider rune variations *** (however I did calculate that too) I’ve seen a lot of math done out there to provide clarity on skill combinations (viable or not) comparing diablo 2 to diablo 3 when playing in non-elective mode. What we need to consider is that, in the case of the d3 barbarian who has 22 active skills, is that they are divided up into level sets. So, again in non-elective play, first time around you have to pick 1 of 3 and then on the next set you have to pick 1 of 4 and so on. In total, assuming your character level is maxed out, you have to pick 6 active skills. In another words, you can’t pick “bash” on your right mouse button skills or assign it to your number pads in non-elective mode. Once you pick one in that set, the others are locked out. So in the case of the barbarian there is exactly 22 active skills and then you get to pick 3 out of 16 passive skills. The problem and formula for it is as follows: If you have to choose 1 item from six different categories, and then 3 out of 16 separate items, how many combinations are there? Set 1 Choose 1 of 3 Set 2 Choose 1 of 4 Set 3 Choose 1 of 4 Set 4 Choose 1 of 4 Set 5 Choose 1 of 4 Set 6 Choose 1 of 3 Set 7 Choose 1 of 16 Set 8 Choose 1 of 15 Set 9 Choose 1 of 14 [(3x4x4x4x4x3)(16!/13!)] = 7,741,440 total combinations. There is 7 million, 741 thousand, 440 total possible combinations (not billions). Now what’s great about this is that the way the “sets” are set up makes a vast majority of these combinations viable… of course depending on the gear. Now others will take this farther to say the 5 rune variations (or 6 rune effects if you choose to use “no rune”…which is pointless) greatly magnifies the variations. Here are the results of that effect: [(15x20x20x20x20x15)(16!/13!)] = 120,960,000,000… not including the “no rune effect” option. This provides us with 15,625 times more variations. In other words, for every 1 of the original 7,741,440 combinations in equation 1, there is 15,625 variations due to rune effects. [(18x24x24x24x24x18)(16!/13!)] = 361,184,624,640… which does include “no rune effect” option. Likewise with this equation, for every 1 of 7,741,000 combinations, there is 46,656 variations due to rune effects including “no rune”. Its hard to say how many of those are going to viable, but the way the Blizzard has these skills separated and setup, it seems initially like an intelligent system in place to naturally have these 6 options work well together along with the 3 passive skills. Now we’ll have to see how uber the gear is setup, but we can assume Blizzard created gear to enhance player builds and options. Now on Diablo 2 Now if we look at Diablo 2 and focus on the Paladin. The benefit of diablo 2 is that we know pretty much everything there is to know. It’s widely accepted that the Paladin has generally the largest amount of viable builds… somewhere around 10. Looking at www.diabloii.net under the strategy guide section, you can good a good list of effective builds. The Paladin has 10, the Barb has 9, the Necro 5, the Amazon 5, and the Sorceress has about 5. Now I know people will call foul here so for the sake of argument, lets double that number. Lets just say that the number of viable- hell difficulty Paladins is 20. Still not satisfied, how about 50 builds for the Paladin? Keep in mind that there are 30 skills total with no variation to them. Plus most, if not all builds, require that at least 3 skills are maxed, taking 60 points with about 12 points in pre requisites (in which you don’t have a choice there) out of the total available of 110. Most builds level up at least 1 or 2 of a level 30 skills and very few players use lower level skills as a primary attacker (Go Skeletons!) but instead for synergies. I haven’t seen too many hell driven fire-bolt sorceresses out there! The best skills are generally at the latter parts of the skill tree. In diablo 3, spell damages are based on the weapons and therefore its like having all level 30 skills, just unlocking at different increments, and are all viable based on the items you’re carrying. Diablo 2 has the illusion of choice in which over 99% of them are “wrong” choices. I mean you could put 4 points in every skill you have and you won’t make it far into nightmare, or even beat normal I’m not sure (experiment anyone?). The reality is, each class only has a handful of viable skills that work in hell. That was the flaw with diablo 2 and is simply the truth. Because of the nature of stat point allocations and skill point allocations, its near impossible for me to figure out the best formula to figure out total combinations. Conclusion But let me conclude that its not the number of combinations (in which diablo 3 still has more) but the viability and playability of those combinations. Blizzard has definitely without a doubt, succeeded in marking each class have at least 22 viable skills that can be used in any difficulty level. Why? Because it’s based mostly on your items stats. Now multiply that by rune effects and passive skills and all the sudden the truth is pretty evident… is that you can have 100 players playing and creating characters on battlenet and every single one of them will do something completely different. You still don't believe the math!! Well let me tell you this... if only .0005% of the Barbarian’s D3 skill combinations are viable, we still have 3,870 combinations that are worth experimenting with. Because there are no “bad” spells or “wrong” choices. The players that will be rewarded will be the ones that can masterfully apply their skills in the right situations and play for the long haul to acquire the equipment that supports their build. Now the difference here is that no one is “locked” in a build because anyone can switch to another build by simply clicking onto different skills. However on the flip side of things, by the time we get to hell difficulty in Diablo 3, our gear, more than anything will define our build. But that’s a different story. Hope this clarifies what Blizzard is saying.

    I think you are doing it wrong here, if you want to choose any 3 passive skills from a set of 16 where the order does not matter, then the no. of ways this can be done is 16C3 = 16!/(3!13!). Your calculation 16!/13! also includes the order so you are overcounting.

    Check this simple example. Let there be 5 passive skills and you can choose only 2, then by your calculation no. of ways of choosing 2 passives is 5!/3! = 20. However that is not true. The no. of ways of picking 2 passive skills from 5 where the order does not matter is 5!/(3!2!) = 10. If you number the 5 passive skills by 1, 2, 3, 4, 5. Then here are all the possible 10 choices of 2.

    1, 2
    1, 3
    1, 4
    1, 5
    2, 3
    2, 4
    2, 5
    3, 4
    3, 5
    4, 5
    Posted in: Diablo III General Discussion
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    posted a message on An analysis: Number of builds for each class.
    Quote from Nivius

    Quote from tanis0

    I'm glad to see you got the math right. :) The thread kinda sorta already exists though. http://www.diablofan...74700000000000/ It does take a good ways down the first page before the math is completely right though. Hehe

    However, the real questions to me are:

    1) How many sufficiently different builds are there per class? This is subjective obviously, but taking a given build and swapping one passive or one rune will usually not significantly alter a build -- at least, not to extent that I think most players would consider it a completely different build.

    2) What percentage of these sufficiently different builds will be viable in Inferno? Again, this is subjective to an extent.

    3) Out of these viable, differentiated builds, what sort of distribution should we expect across the player-base? IE, will there be 5 Barbarian builds that encompass 90% of all characters, or 5000 builds?


    I don't even know how to begin answering these questions though, other than to wait and see what happens when the game has been live for six months to a year.



    most people miss the fact that you cant reselect the same skill again (even whit other runes!), and therefor its out of the count. also unruned skills shouldn't be counted imo.

    my math used the bassis of using any skill at any slot, ONCE, same whit passives.

    example:
    passive1+passive2+passive3
    is same as
    passive3+passive2+passive1

    in my math :]

    pC3 is the no. of ways choosing 3 items from a list of p items where the order does not matter. So it takes into account the fact that

    passive1, passive 2, passive 3 is the same as passive3, passive 2, passive 1.
    Posted in: Diablo III General Discussion
  • 2

    posted a message on An analysis: Number of builds for each class.
    I posted this on the official Blizz forums. I am posting here as well. Let me know what you guys think.

    So I am pretty sure lots of people have asked this question as to how many possible builds are there for each class in D3 (Elective mode enabled). I didn't find the answer anywhere myself, so I decided to create a thread on it. Here's my take on it.

    A build consists of any 6 active skills and any 3 passive skills.
    For each class
    # of active skills = n
    # of passive skills = p
    Each active skill has 5 runes

    No. of ways of picking 6 active skills from a choice on n = nC6. (n "Combination" 6)
    No. of ways of picking a rune for each of these active skills already chosen = 5 x 5 x 5 x 5 x 5 x 5 = 5^6
    No. of ways of picking a passive skill for a choice of p = pC3. (p "Combination" 3)

    Total No. of possible builds for each class, S = nC6 x 5^6 x pC3.

    nC6 = n!/(6!(n-6)!) and pC3 = p!/(3!(p-3)!).

    Now let's compute the no. of skills for each class individually.

    Barbarian

    # of active skills = n = 22
    # of passive skills = p = 16

    Therefore S = 22C6 x 5^6 x 16C3 = 652,863,750,000. (652 billion+)

    Demon Hunter

    # of active skills = n = 23
    # of passive skills = p = 15

    Therefore S = 23C6 x 5^6 x 15C3 = 717,670,078,125. (717 billion+)

    Monk

    # of active skills = n = 21
    # of passive skills = p = 14

    Therefore S = 21C6 x 5^6 x 14C3 = 308,626,500,000. (308 billion+)

    Witch Doctor

    # of active skills = n = 22
    # of passive skills = p = 15

    Therefore S = 22C6 x 5^6 x 15C3 = 530,451,796,875. (530 billion+)

    Wizard

    # of active skills = n = 25
    # of passive skills = p = 15

    Therefore S = 25C6 x 5^6 x 15C3 = 1,259,070,312,500. (1259 billion+)

    Things to note
    Wizard has the most no. of builds and Monk has the least. Wizard has more than 4 times the no. of builds as the Monk.Some interesting comparisons involving the no. of Monk builds since it has the lowest no. of builds.
    ► If every person in this world (~7 billion) plays Monk in D3, then it is possible to play in such a way such that every single person is playing with a different build.

    ► So if every single person in this world is playing Monk in D3 with a different build, it will still only cover 2.27% of the all the possible Monk builds.

    ► So will there be a time when it is certain that 2 people will have the same build?
    Yes. Going by the present growth rate of world population (1.1%), the population of Earth will reach 310 billion in the year 2569. If every person in the world is still playing Monk in D3 at that time, then it is guaranteed that there will be atleast 2 people who have the same build

    ► How much time will it take me to test all the builds for Monk?
    If you test a build each second, then it will take 9787 years to check all the 308billion+ builds for the the Monk.

    Since checking builds every second isn't possible, so let's say you check a new build every 5 minutes. Then it will take 2.9+ million years to check every build for the Monk.

    ► And we haven't even touched the other 4 classes which have a lot more builds than the Monk. :)

    http://us.battle.net/d3/en/forum/topic/4768346902
    Posted in: Diablo III General Discussion
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