• 2

    posted a message on Diablo 3 Announced for PlayStation
    PC version didn't have offline to avoid potential security issues which don't exist in a console version. PC will not get offline mode - don't get your hopes up.

    Blizzard is a company that is now entirely driven by money. You can have an opinion either way on this; clearly it is their job and their duty to their shareholders to produce as much profit as possible. However, it isn't the roots of Blizzard, it isn't where the company came from. The rationales and decision processes behind previous releases are not the same as those of Blizzard today.
    Posted in: News & Announcements
  • 0

    posted a message on Diablo III Has Sold Over 12 Million Copies, Diablo III Lectures on GDC 2013, Poll: Who's Your Favorite Diablo III Villain?, Witc
    Quote from wedgeski
    That's well-said. The hysteria surrounding Diablo 3's "failure" is entirely out of proportion with the quality of the game which was objectively excellent out of the gate.
    I think you need to look up the word objective. There is no yardstick that could be taken as a measure of the game being objectively excellent on release. Sales are not a good indication of this, since as was said, literally the majority of those sales happened in the first 1 week. Blizzard themselves beat around the bush and say without saying that they have come a long way and have a long way to go.

    The negative hype was certainly overdone, but to call the release product anything but a disappointment is objectively biased.
    Posted in: News & Announcements
  • 0

    posted a message on DR, Damage, Gear spreadsheet.
    Quote from rickz

    not working for me can u help me plz?
    https://docs.google....13c1hOaXc#gid=4
    using the second weapon sheet says 51k dps but on my character is just 38k :'(
    Your sheet is locked, and I'd need more information than that to tell you why the difference. Chances are you added something you shouldn't have, or you have abilities enabled on the sheet that aren't in game. Don't add elemental damage from your weapon to the reported range, for example - it is already included.

    Anyway, the reason I am replying is because I have been banned from the official forums for a week for saying, and I quote, "they broke the fuck out of Ghom". I've put a note on the sheet, but I thought I'd post in each of the locations (that I can, anyway), where I have the sheet. I won't be playing D3 anymore, and subsequently I won't be updating the sheet. I feel the game does not have a strong enough basis, and even if it did, does not have a development team with the right mindset, to turn it into a game with any sort of longevity. The forums were more interesting than the game, and now I have been banned from those. Oh well.

    Thanks for the support!
    Posted in: Theorycrafting and Analysis
  • 0

    posted a message on Mysterious extra 500 character-sheet dps
    There are issues with red ring damage ranges as well, no rubies give the correct amount of bonus damage (upper value is always lower than expected, sometimes it only gives the same as the min value). There is a rumour that it is based on weapon attack speed, but I don't know if that's true.
    Posted in: Theorycrafting and Analysis
  • 0

    posted a message on DR, Damage, Gear spreadsheet.
    I'm currently working to make the skill damage report on the DPS more intuitive; some of the numbers don't make a lot of sense when viewed in exclusion unless you know what you are looking at. I will be adding comments to every rune that doesn't do the same basic damage as the base no-rune attack explaining exactly what the numbers show.

    I have also normalised the way a lot of the abilities are showing so that they are at the very least consistent in the way they display.
    Posted in: Theorycrafting and Analysis
  • 0

    posted a message on Am I understanding Monk WotHF runes?
    Hands of lightning is correct.

    Fists of fury is not (well, it might be, but it depends). It adds 10% to the skill damage increase term, so realistically it won't be 10% actual damage compared to when the buff is not present.

    For example, if you have blazing wrath and fists of fury, the total damage mod would be 125%, not 1*1.15*1.1=126.5%

    On the other hand, fists of fury also increases your teammates' damage as well.
    Posted in: Theorycrafting and Analysis
  • 0

    posted a message on DR, Damage, Gear spreadsheet.
    A great many updates and changes have been made to the sheet, which should now be nearing completion. I have made a mirror of the sheet too, since the original one often has enough users for google to limit useability.

    The mirror is here:

    Among the changes, you can now view the difference to your DPS and skill damage expectations based on a new piece of gear in any slot, along with up to 5 different weapons, and the calculations for many of the DR formulas have been made more eloquent.
    Posted in: Theorycrafting and Analysis
  • 0

    posted a message on DR, Damage, Gear spreadsheet.
    The sheet now works for all classes.

    I have made a mirror of the sheet because google seems to throttle heavy traffic spreadsheets:
    https://docs.google.com/spreadsheet/ccc?key=0ApVAeMW4XRfcdHRLVllQMTd5TW9YSmNrOEVZMFo5S3c#gid=6
    Posted in: Theorycrafting and Analysis
  • 0

    posted a message on DR, Damage, Gear spreadsheet.
    I have added a whole lot more to this spreadsheet, as well as expanding it to model different classes. It is currently functional for monk and wizard, and will soon be functional for barbarian.
    Posted in: Theorycrafting and Analysis
  • 0

    posted a message on Question on Weapon DPS Calculation
    Quote from Negativity

    I ranomdly found the following weapon yesterday and the DPS calculation doesnt add up to me. Can anyone help me understand what I am missing.

    1 Handed Magic Mace
    894.3 DPS

    467-1024 DAMAGE
    1.2 Attacks per second

    +190-509 Poison damage
    +48% damage

    Shouldn't it be 894.6 DPS and not 894.3?
    There is some sort of rounding or flooring issue that is very difficult to ascertain when it comes to weapons with +damage%. Many, if not all weapons with +damage% have seemingly incorrect in game tooltips, and as a result, give incorrect dps values in modeling spreadsheets/tools.
    Posted in: Theorycrafting and Analysis
  • 0

    posted a message on DR, Damage, Gear spreadsheet.
    Quote from Bloodymando

    for some reason i enter everything correctly but the DPS number (cell d12 on the damage sheet) seems off by a big amount (almost 1k dps difference than my ingame tooltip)

    is this the slight error you mentioned in a note in the sheet "Tooltip DPS for Dual Wield and +damage% weapons will be slightly off due to rounding order errors. " or is it supposed to be smaller than that ?

    also there are 2 values that i dont exactly understand where to get them from on the character sheet

    Total Minimum Damage & Total Maximum Damage, where exactly should i get these values to input them here ? (this is the only value that i havent figured out where to get, and i am guessing maybe this is the reason for the difference ?)
    It definitely shouldn't be that big.. can you link me to your copy of the spreadsheet with this damage difference in place and tell me what your in game damage is showing?

    Minimum and maximum damage is exactly that.. when an item says "increases damage by 6-11", or "increases minimum damage by 6" or something along those lines.
    Posted in: Theorycrafting and Analysis
  • 1

    posted a message on Monk Spreadsheet - Survivability and Damage
    I've had a thread on the official forums and the theorycraft forums here for a fair while now but I think the sheet is at a stage where it is mostly fleshed out and good for general use.

    You can find the sheet here:
    https://docs.google.com/spreadsheet/ccc?key=0ApVAeMW4XRfcdHlneGhLMVdpYnFYMUM3R0IydmNFRWc#gid=0

    The thread on the official forums is here:
    http://us.battle.net/d3/en/forum/topic/5150759905

    Note that this spreadsheet will not be functional if exported from googledocs, due to extensive usage of dropdown menus, including dynamic dropdown menus for skill selection and damage values.

    What can the sheet do?
    The sheet can take your current statistics, skill setup and party member abilities and tell you exactly how much damage reduction and effective health you have, both actively and passively (ie: how much you have while doing nothing at all, and how much you have when all your skills are actively working on the enemies). Moving on from this, the sheet also allows you to see the relative values of stats in increasing your damage reduction, effective health, and survivability. It allows you to enter a piece of gear (and the piece it will be replacing), and see the relative values of the gear in equivalency points terms, as well as compare the gains and losses in DR and effective health.

    The sheet also has a DPS section, which allows you to compare your expected character sheet dps of up to 5 weapons that you can input. It will also tell you expected non-mitigated damage values for all dps skills, factoring in all skills currently selected for your character that may increase damage - again, both passive and active.

    How to use the sheet:
    All of the calculations for the sheet are based on the stats and skills you input on the second page (Character stats). Enter the stats as you see them on your character screen in game, making sure that you do not currently have any skill applied in game that affects stats. The character stats screens needs your stats WITHOUT "Seize the initiative", WITHOUT any mantras active, and so forth. When you have done this, you can then set your skills from the character stats page and the stats will be updated to reflect these skills dynamically.

    To use the damage sheet, you need to enter your damage-related stats on the same page, but make sure you do so without any weapons equipped. Due to the way that the character sheet displays certain statistics (especially attack speed), the damage sheet can only be accurate by doing it this way. You can then enter your current weapon/weapons as selections on the damage screen to display your current damage values.

    There are some options in the sheet that may not be obvious the first time you look, simply because there is a little bit of information overload. One thing I would point out is that in both the damage and damage reduction sheets, you have the ability to switch certain elements between PASSIVE and ACTIVE options, updating the values dynamically. Don't forget to set these cells to the correct value.


    Coming next:
    The next major addition to the sheet will involve heals per second and life on hit. Unfortunately, comparing these stats directly with other defensive stats moves into the realm of modelling rather than simple math, and is probably outside the scope of this sheet, but at the very least you should be able to get a rudimentary valuation on your healing stats.

    What the sheet can't do:
    Like I said above, modelling real time expected heals or damage is probably outside the scope of the sheet. The sheet will give good information on which skills are good to use in certain circumstances thanks to the damage per spirit cost, but it will never give an accurate real time expected damage per second, because that would require computation of dps based on certain rotations and that sort of thing. Similarly, I wouldn't expect to be modelling dynamic time to live based on incoming damage/speed that would take into account heals per second and effective health, it just requires more rotation modelling than I can really do in a spreadsheet.


    Thanks for reading, hopefully you find the sheet useful in making decisions on gearing your Monks! If you have any questions or concerns, don't hesitate to contact me here or on the official forum thread.
    Posted in: Monk: The Inner Sanctuary
  • 0

    posted a message on DR, Damage, Gear spreadsheet.
    Quote from vith

    Would it be possible to add life on hit, life per second, and life steal to the EP section and gear comparer? I'm not sure how to make use of the EP values currently if self healing isn't modeled, since the balance of mitigation vs health would be completely different. Perhaps we're starting to get into simulator territory though.
    It's incredibly difficult to model these as you said, because they move into simulation territory rather than pure math functionality. It's a similar reason why it's unlikely I'll turn the damage page into a functional DPS simulator. The best I can probably do is offer a best case scenario heals per second calculation, and possibly make a fundamental calculation on time to live based on that value, but even that would require an incoming damage value, and the equivalent values given to TTL for healing abilities vs. effective health increases would change DRASTICALLY depending on incoming damage, incoming damage speed and incoming damage attack size.

    TL:DR; it's probably outside the scope of my mathematical capabilities, particularly in a spreadsheet.

    Quote from Quintinon

    Great spreadsheet, was digging around in it and noticed one small problem.

    The Multi_Active_Armor and Multi_Passive_Armor ranges are shifted down by one, throwing the calculations for all armor with active and passive calculations off.

    Thanks for the spreadsheet! If I find any more discrepencies I'll be sure to post.
    Thanks for that, I noticed your post on the official forums and have fixed it. It was a result of moving a couple of cells to make space for an ability I had missed, and I forgot that named cells don't update their locations automatically. It should have only affected calculations for the last day or so.
    Posted in: Theorycrafting and Analysis
  • 0

    posted a message on DR, Damage, Gear spreadsheet.
    I made some very major changes to the structure of the sheet today, which _should_ have streamlined the usage to be more intuitive, and made tracking the formulas much simpler for verification purposes (particularly in the DR table, which is really the only complex bit of the project).

    Check it out.
    Posted in: Theorycrafting and Analysis
  • 4

    posted a message on DR, Damage, Gear spreadsheet.
    I've had a thread over on the official Monk forums for a few days now but I thought I'd post this here as well now that it is more fleshed out. I've been working on a Monk-specific spreadsheet that is now capable of calculating effective DR, Health and equivalency values based on mitigation, mitigation+dodge and effective health. You can also toggle all passive and active skill-based increases dynamically and compare results in each case (with active skills enabled, and with only passives), as well as viewing the relative stat values based on active or passive skills.

    It also contains a sheet to calculate character sheet DPS based on all relevant stats with the ability to compare up to 5 weapons, as well as expected pre-mitigation damage values for each of the skills, along with their damage per spirit ratios, again with the ability to dynamically enable and disable all class's damage increasing skills. The damage calculator is not as fleshed out as the DR one - it won't do any sort of real time damage calculation based on rotation or anything like that.

    I'm posting it here in case anyone finds it useful, but also in the hopes that people more mathy than myself can vette the information that it is outputting to be accurate enough. The official forum thread is here:
    http://us.battle.net...50759905?page=1

    The spreadsheet is here:


    I have made a mirror of the sheet because Blizzard seems to throttle high traffic spreadsheets:

    It will not work by directly exporting to excel because it uses a lot of validation cells for drop boxes. You can manually enter the cells requiring drop boxes and it will still work, or you can recreate the drop boxes. I would recommend just making a copy in googledocs and using it there.


    Simple to use instructions:
    For current gear DR calculations:
    Enter your stats with no skills or runes active that will modify them directly as you see them on your character sheet into the white cells on the first DR sheet.
    Modify the skills you want to enable or disable.
    All your DR, EH and equivalency values will be visible in either yellow or orange cells - it is simply a matter of identifying which you want to know.

    To compare gear for DR purposes, go to the second DR sheet, and enter the stats of the gear you want to remove, and the gear you want to replace it with. The sheet will drag all the relevant data from the previous sheet, alter it for the gear changes, and present it all to you in the same manner as the first sheet. It will provide a comparison of the two pieces based on the equivalency points on the left, along with showing the relevant drops or gains in DR/EH.

    The only skill that is not covered adequately in terms of DR is block, and that is because the effective value of block changes depending on the number and strength of incoming attacks. You can enter your block chance and value in the sheet and it will present an average blocked damage per second depending on the attacks per second you set in the TTL section, but that assumes that all blocks are full blocks and isn't really a useful stat besides interest.

    For the DPS sheet you can enter up to 5 weapons/shields and switch between them. Simple enter your base stats without a weapon in the top section, enter the weapon stats in the lower section, and then select which weapon you want in your main and and which in your offhand. The dps will change to reflect your weapon choices, and the expected pre-mitigation skill damage values will update below. You can choose which rune to view next to each skill.

    You can also enable or disable any and all damage-modifying skills in the table below the ability damage table.

    Let me know what mistakes you find!
    Posted in: Theorycrafting and Analysis
  • To post a comment, please or register a new account.