Page 1 of 2 12 LastLast
Results 1 to 10 of 20

Thread: [Tool] Specialty Calculator

Hybrid View

  1. #1
    Member
    Join Date
    Dec 2016
    Posts
    29
    Post Thanks / Like
    Points: 3,838, Level: 39
    Achievements:
    1000 Experience Points6 months registeredVeteran
    Points
    3,838
    Level
    39
    Post Thanks / Like

    [Tool] Specialty Calculator

    I would like to anounce the official release of my "Specialty Calculator" at https://lotterydefence.eu

    How to use (Big version):

    You can save and load your build. Simply press the "Save Config" button after you have choosen the right configpath. There are 6 prenamed configs you can choose of. Remember to first setup the whole config before saving. The button "Save config" and "Load config" also interacts with the button on the bottom "Calculate optimum skilltree". This means, the skilltree will be updated.

    Before using the calculator, be sure to invest first into utility skills ingame to see the costs and the left sp you will have for attacks or just use in the image view the plus and minus buttons for manually skilling.

    Notice: The manual skilling will be gone after updating the skilltree throught refreshing the site or using a button. The calculator will not skill into utility skills! This is just a feature some people wanted to see the costs.

    Notice: The calculator gives you the best build for the choosen last round. If you have struggle beating lower waves before you got a good setup, reduce the AD by simply adjusting for example "Average Unit %"

    How to setup the calculator:

    SP to invest: Put there all your leftover sp after substracting utility costs.

    GP: Put all your GP inside. If you have less than 24, just ignore the field. If you have more than 24, put all of them inside the field.

    +Team attack/speed/crit: There you put the divine levels from the other players. If you play with 2 and they both maxed the divine buffs, put in 54 (27 x 2). If you play alone set it to 0.

    Average Unit%:: To know the average Unit% for yourself, you need to check ingame where is the average for you. For example: Build 20 high Units and upgrade them with gas. Add all the +values and divide it with 20. The default value is set to 300 but for some people it can be even much higher like between 500 or 700 as an average. An automatic average function will be implemented one day when I got more time and info about specific increasements.

    Your Team Buffs:
    -- Full Team Buffs: First skill all of the divine buffs.
    -- Select Team Buffs: Put in the level how much you will invest first before the calc is using his algorithm. Dont forget to check the boxes.

    Checkboxes:
    -- Add Flowers: If checked, all 3 different flowers are counting.
    -- Add Power Bank Gem: Both gems are able to stack, you can use both at the same time.

    Multi-Target off: Multi-Target is only useful when there are plenty of enemy units on the field. With few single units, its not necessary and also not recommended. By turning it off, there will be 1 point in Multi-Target Attack and 1 in MultiCrit. The reason for this is that 1 point in Multi-Target Attack Damage directly gives you a 20% chance to hit the next near enemy. For hard runs, leave it on.

    SP-Bank: "Invested points" is the level of your utility skill. Intervall/10 rounds means the using of the sp every x rounds. 130 points with intervall of 5 gives on the right the following loadable configs: Round 50 / Round 100 / Round 150 / Round 200 / Round 250. If you want to skill every 10 rounds sp by yourself, for example just put in 110 even if you have a skilllevel of 140 ingame.


    FAQ

    I'm struggling to beat the enemys round 1 - 40
    Reduce the field "Average Unit %" by 100 to increase Attack Damage. Repeat if necessary.


    Special Thanks to <XKK> Eumel and <LDG3R> Melacoon

    Planed Updates:
    -- XP and Score calculator (+- 0,1%)
    -- import/export directly the build from/into the game directly (spe40 uploading/downloading + new hashing)

    Edit:
    - 29.03.2021
    -- Added Skill-Algorithm Chart. Notice: Full Team Buffs is the increasement in the beginning, EP is calculated AFTER and after bank. For higher skilling (Multi-Crit > 35 and bank using, make sure to create inputs >= 225k sp. (Example: 100 Points with intervall 3 or 150 points intervall 2, or 50 points with intervall of 5)
    -- Fixed EP CC not counting
    -- Fixed Enchant CC not counting

    Edit:
    - 19.02.2021
    -- Added Reset button "R" for every Specialty
    -- Added Utility Stuff Categorie (Enemys per Round/XP-Kill/Minerals/Gas/Bank-Lotto collection for defined round)
    -- Small changes to placement of configuration area
    -- Added FAQ in this topic

    Edit:
    - 12.12.2020
    -- Changed Topic into how to use and informationguide
    -- Max Ex: 20
    -- Added small info topright about the calculator
    -- Added optionally Donation

    Edit:
    - 04.05.2020
    -- GP-System included for Points >24 (Input all your GP)
    -- Awakening-System included
    -- Enchant-System included
    -- Multi Target included / can be switched off
    -- New Ex-System. Max Ex: 17

    Edit:
    - 18.04.19
    -- Added 360% average Upgrade% on calculation
    -- Added auto add Break Shield >= 160+ Rounds
    -- Added Torment Option: Select between 0 and 13
    -- Added RoundsToGo: Put in your Rounds you wanna go for. (Skilling affects armor of units)
    -- Added Difficulty with damage inflicted, dmg decreased and speed decreased
    -- Added Flowers, All SXD Units, Power Bank Gem, Single Unit Buff, DT-Mode
    -- Added Reduce Armor in Specialty List
    -- Added Decrease Armor -25% in Runestate
    -- Fixed calculations in outputlist
    - splitted damagefaktor in Table
    Last edited by Texos; 03-29-2021 at 05:50 AM.

  2. #2
    Regular Member
    eumel's Avatar
    Join Date
    May 2017
    Posts
    85
    Post Thanks / Like
    Points: 3,483, Level: 36
    Achievements:
    1000 Experience PointsRecommendation Second ClassVeteran
    Points
    3,483
    Level
    36
    Post Thanks / Like
    no problem bro



  3. #3
    Regular Member
    Join Date
    Apr 2017
    Posts
    51
    Post Thanks / Like
    Points: 2,992, Level: 33
    Achievements:
    1000 Experience PointsVeteran
    Points
    2,992
    Level
    33
    Post Thanks / Like
    looks like your final damage skill factor is off by a factor of 10 - it's .25% per level, (=1+(0.0025*final_damage_ups), compared to what you have (2.5% per level).

    makes me wonder if you made the same oversight for unit accel (.8% vs .08) - i've got my own spreadsheet drawn up and the values from your calculator and my sheet generally lined up pretty well except for ~*10 investment into FD and UA from your sheet.

    props to the effort making something like this available regardless though. cheers

  4. #4
    Senior Member
    Join Date
    Feb 2017
    Posts
    159
    Post Thanks / Like
    Points: 2,977, Level: 33
    Achievements:
    1000 Experience Points1 year registered
    Points
    2,977
    Level
    33
    Post Thanks / Like
    Well this wil ldefinitly need more workl to be done since im getting very weird values out of it like its telling me that i should have 74% CC while with my normal build im used to have 200CC if i followed what it says i could says bye to all MC procs

  5. #5
    Regular Member
    Join Date
    Apr 2017
    Posts
    51
    Post Thanks / Like
    Points: 2,992, Level: 33
    Achievements:
    1000 Experience PointsVeteran
    Points
    2,992
    Level
    33
    Post Thanks / Like
    looking at this again after coming home from work, and thinking about the ~3 level MC discrepancy i noticed before (along with some crit discrepancy), i see you have the critical formula off a little too. as per FVZ's damage calculation thread, the crit formula is

    c = 1 + (CC/100)*(CD/100) + (CC/100)*(MC*(CC/200)*(CD/200))

    note the addition operation between the base crit and multicrit calculations, whereas in the formula posted here you have multiplications across the board, eg

    (1+min(1, $get_cc / 100) * ($get_cd / 100)) *
    ((0.0000000001 + $get_mc) * (1+min(1, ($get_cc / 300))) * (1+$get_cd * 0.75))

    fixing this should help adjust the crit values to properly reflect multicrits' [huge] contribution to total damage

  6. #6
    In-game Mod (EU)
    FVZ's Avatar
    Join Date
    May 2014
    Posts
    880
    Post Thanks / Like
    Points: 20,224, Level: 89
    Achievements:
    SocialVeteran10000 Experience PointsRecommendation First Class
    Awards:
    Community Award
    Points
    20,224
    Level
    89
    Post Thanks / Like
    Quite some time was spent on this.

    Quote Originally Posted by Texos View Post
    I hope! the calculation of all the affected and needed mechanics for only specialty skills are included - if not, please post below if you think it has to be put into.
    Unfortunately there are missing a lot of factors. SXD units have to be selected individually since they provide different stats. Flower buffs also affect the efficiency of stats. Average unit rank and level are important too because they add AD. AD from hero upgrades matter a ton. (Target) round for armor specs. High torments completely chance how you have to spec.

    As sailorsaturn already pointed out the dps formulas don't look right yet. Another example is that min functions don't make sense, only max functions.(No guaranteed crit, instead you cant crit more than once per attack).

    If you want have a look at the spec optimizer we recently made public. It's an extensive excel tool for the asia server version of LottoD. https://discord.gg/aCYSV9a We don't provide an EuNa version of the spec opt so you have to figure out the server-specific differences yourself but you can check how it works and use that for your tool.
    Last edited by FVZ; 04-14-2019 at 11:14 AM.

  7. #7
    Member
    Join Date
    Dec 2016
    Posts
    29
    Post Thanks / Like
    Points: 3,838, Level: 39
    Achievements:
    1000 Experience Points6 months registeredVeteran
    Points
    3,838
    Level
    39
    Post Thanks / Like
    I will have a look about all the stuff you guys told me, thanks for helping fix the bugs inside :)

    I have also took a look into the excel file and its for sure nice but way more complex . I Try to keep it simple with an overview.
    You're right, Flowers has to be added as well. But what do you mean with different SXD effects? Isnt it only 10% CC that is added for each unit?

    So basicaly, you have your AD% from the player but you add internaly other damages on it (directly on Units).

    For now I will change a little bit the formular and let's see what happens. Thanks!

  8. #8
    Senior Member
    Join Date
    Feb 2017
    Posts
    159
    Post Thanks / Like
    Points: 2,977, Level: 33
    Achievements:
    1000 Experience Points1 year registered
    Points
    2,977
    Level
    33
    Post Thanks / Like
    Xelnaga Kerrigan = +10 CC
    Terra-Tron = +10 CC
    Spear of Adun = +30 CD
    Amon = +30 AD
    Spec Ops Nova = +15 AS

  9. #9
    Member
    Join Date
    Dec 2016
    Posts
    29
    Post Thanks / Like
    Points: 3,838, Level: 39
    Achievements:
    1000 Experience Points6 months registeredVeteran
    Points
    3,838
    Level
    39
    Post Thanks / Like
    Tool is updated now.

    There are several new options to choose of.

    Now the Tool will calculate through armor, torment, Rounds, Difficulty, and all different SXD Units.

    As well there are some ingame options included like DT mode, Flowers(3state), Power Gem and Single unit buff.

    The calculation should be much better now but as I've noticed is, that adding some options except critical chance stuff, will not affect the output so much.

    I guess it is because of the handling. For example: Adding Flower will add X to Attackspeed. So the default value is X higher so the programm will first skill something else. At this point we are even again. The effect of 20 from 600% is not that much.

    But if you seem there is still something wrong let me know. Thanks!

    In the future, multi crit hit target will be added. If someone would have a formula, it will be implemented fast ;)
    Last edited by Texos; 04-17-2019 at 11:16 PM.

  10. #10
    Senior Member
    Join Date
    Mar 2017
    Posts
    219
    Post Thanks / Like
    Points: 3,807, Level: 39
    Achievements:
    Recommendation Second Class1000 Experience PointsVeteran
    Points
    3,807
    Level
    39
    Post Thanks / Like
    The tool isn't buying "Master>Break Shield" for r180+.

    It should also calculate damage from Hero Upgrades.
    (amateur max upgs/+5 rune mod/+3/5 gem bonus and double upg lotto).

Page 1 of 2 12 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

Sites of interest to users of Arcade!