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  #1  
Old 04-11-2025, 12:33 PM
loramin loramin is offline
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BTW DSM (or anyone else): I was thinking it might be nice to add a drop-down with example monster stats. That way anyone using the calculator for the first time wouldn't have to know monster stats for it to be useful: they could just pick "orc pawn" or "a temple guardian" from the list, and it would populate the monster fields appropriately.

(We could also do something to let people import their Magelos into the player fields ... but that'd be a bigger project.)

We'd only need a few monsters to get started (maybe one low/mid/high-level and one raid?) ... but the problem is, I don't know monster stats, and (I guess?) I can't just take them from the wiki.

However, if anyone can provide some, I'll happily add such a dropdown.
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  #2  
Old 04-11-2025, 12:38 PM
DeathsSilkyMist DeathsSilkyMist is offline
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Quote:
Originally Posted by loramin [You must be logged in to view images. Log in or Register.]
BTW DSM (or anyone else): I was thinking it might be nice to add a drop-down with example monster stats. That way anyone using the calculator for the first time wouldn't have to know monster stats for it to be useful: they could just pick "orc pawn" or "a temple guardian" from the list, and it would populate the monster fields appropriately.

(We could also do something to let people import their Magelos into the player fields ... but that'd be a bigger project.)

We'd only need a few monsters to get started (maybe one low/mid/high-level and one raid?) ... but the problem is, I don't know monster stats, and (I guess?) I can't just take them from the wiki.

However, if anyone can provide some, I'll happily add such a dropdown.
Yeah that's an idea! I may do something like the dropdown for mobs. I've been working on a lot of changes, so as a heads up you'll get a big update soon Loramin. Been adding things like damage caps based on level, skill caps, triple attack, class selection, etc. I also transcribed the entire 1h and 2h damage table, so it'll automatically select the main hand damage bonus based on your delay. Made some improvements to the console log results as well.

EDITS:

You are correct about the Wiki, the AC values are all wrong. In-Era Mob AC is like 115 AC for a level 50 mob according to an EQEMU comment:

Quote:
According to the guild hall Combat Dummies, a level 50 classic EQ mob it should be ~115
P99 Wiki says level 50 mobs have like 344 AC.

The Kunark Strategy Guide also supports In-Era AC being around 115 for a level 50 mob. It shows mobs having 1-120 AC from levels 1-42:

https://dn790004.ca.archive.org/0/it...ial_eGuide.pdf

The mob with 120 AC is Frost Giants, so it wouldn't surprise me if they are above average AC for their level.

The Kunark Strategy Guide is probably the closest thing we have to a database dump for that period of time, even though the guide is quite flawed at times.
Last edited by DeathsSilkyMist; 04-11-2025 at 01:03 PM..
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  #3  
Old 04-11-2025, 01:49 PM
Jimjam Jimjam is offline
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The model and size of model an npc used compared to other npcs of the same level often gave clues to the stats of that NPC.

For example an NPC human that used a plate model would likely have more AC than the same level npc of the same class using a leather model. Of course, this was a trend not a rule.

Tangentially off this, I'd agree it is likely Frost Giants have particularly good stats (including AC) for their level (perhaps even compared to most Velious mobs of the same level).

I look forward to a day where you can click on an NPC in live and see their stats... I'm sure it has all been butchered since after 2001, but it would be fun to investigate disirregardlessfully. Until then, the Kunark Guide is probably our best bet - as you say it is likely those numbers are copy-paste, not insubstantially plucked from the void.
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  #4  
Old 04-13-2025, 04:33 PM
DeathsSilkyMist DeathsSilkyMist is offline
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Got a big update done. Download links are the same, the version has been updated. As of writing this post the wiki version is not updated. That will be for Loramin to do whenever he has time (Thank you in advance!)

Quote:
Here is a link to the full code, it is in Javascript. Feel free to look around and see how the calculations are done:

https://drive.google.com/file/d/114b...ew?usp=sharing

Here is a link to the minified code:

https://drive.google.com/file/d/1ks0...ew?usp=sharing

You can run both versions for free in your browser via https://playcode.io/javascript . Just copy/paste the code in, and you can see the results in the console window. There's a little green play button on the web view window if you want to re-run the calculation. It has randomized elements in it, so you'll get slightly different DPS numbers every time it's run. The minified version is better for playcode, as playcode has a 8 code line limit before it starts bothering you to pay.
I also made a few sample sets that have links to P99 parses so you can see how accurate the calculator is using different classes, weapons, character levels, and fighting different mobs.

https://drive.google.com/file/d/1q-6...ew?usp=sharing

Update Log:
1. Added Triple Attack
2. Added Warrior Crit and Crippling Blows
3. Added Proc Damage
4. Added DoT Proc Damage
5. Added Skill Caps for levels 1-50 and levels 51-60.
6. Added Weapon Damage Caps
6. Added the 1h and 2h Main Hand Damage Bonus tables, they will apply the bonus automatically now based on delay. Use bUsingTwoHandedWeapon to switch between 1h and 2h.
7. Added class selection. Changing from Warrior to Wizard will turn off things like the Main Hand Damage Bonus, Triple Attack, etc. Will also change the skill caps and what skills are available. Wizard's don't have Double attack, for example.
8. Added boolean scaleOffensiveSkillsBasedOnPlayerLevel for playerStats. When set to true, the player's skills will automatically scale based on level. It isn't 100% accurate for all classes, it simply scales 5 + (5 * level) for all classes. Turned on by default to make using the calculator easier initially. These will be skill capped when you hit the appropriate skill cap.
9. Added boolean scaleDefensiveValuesBasedOnMobLevel for mobStats. When turned on the Mob's stats will automatically scale based on the Mobs level. This isn't going to be accurate for every single mob, as mobs can have stats higher than the average for their level. Turned on by default to make using the calculator easier initially.
10. Made the text outputs more robust and hopefully easier to read.
11. Added a few playerStat variables so you can adjust the test yourself without having to modify the code.
11a. numberOfSwingsToTest will allow you to change how many main hand weapon swings you want to test.
11b. numberOfSwingSetsToRun will run the test again that many times, and average the resuts. For example, if numberOfSwingsToTest is set to 500 and numberOfSwingSetsToRun is set to 75, you will run 75 sets of 500 swings.
11c. numberOfColumnsInTables will adjust the number of columns for the table outputs, so if you are on a smaller screen the table won't be way off the screen.
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  #5  
Old 04-13-2025, 04:55 PM
Botten Botten is offline
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Thank you DeathsSilkyMist. I respect the work and time you put into this. I will be playing with it later for sure. It is great we have fans like you and Loramin that produce so much helpful information.
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  #6  
Old 06-02-2025, 04:22 PM
Zuranthium Zuranthium is offline
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How does this differ from the one that has already existed for a long time - https://www.jklein.me/eqcalc/
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Old 06-02-2025, 04:56 PM
DeathsSilkyMist DeathsSilkyMist is offline
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Quote:
Originally Posted by Zuranthium [You must be logged in to view images. Log in or Register.]
How does this differ from the one that has already existed for a long time - https://www.jklein.me/eqcalc/
That calculator isn't using the EQEMU code as far as I am aware. It's just using the formulas found on the Game Mechanics wiki page.

My calculator is more precise. It uses the EQEMU code, and it is actually simulating the swings you make against a mob by running through the EQEMU code for attacking. You can set the mob stats to see how differences in those stats affect your DPS. My calculator also includes how ATK affects your DPS, and critical hits. It has proc DPS too.
Last edited by DeathsSilkyMist; 06-02-2025 at 04:58 PM..
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  #8  
Old 06-02-2025, 05:28 PM
Zuranthium Zuranthium is offline
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Okay calculate the best Warrior DPS against Avatar of War - Palladius Axe of Slaughter with offhand swaps to Scimitar of Emerald Dawn inbetween (aka, add 20/42 offhand calc to the Palladius calc).
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Old 06-02-2025, 05:46 PM
DeathsSilkyMist DeathsSilkyMist is offline
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Quote:
Originally Posted by Zuranthium [You must be logged in to view images. Log in or Register.]
Okay calculate the best Warrior DPS against Avatar of War - Palladius Axe of Slaughter with offhand swaps to Scimitar of Emerald Dawn inbetween (aka, add 20/42 offhand calc to the Palladius calc).
My calculator does do fistweaving for monks. It doesn't do offhand weaving for other classes, as realistically nobody does that for non-monk classes. I could adjust it to allow for offhand weaving on all classes, but that will just confuse most people.

You are going to miss palladius swings by swapping two weapons like that. I do remember you arguing for this strategy in the past, but I've never seen anybody actually do this.
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  #10  
Old 06-02-2025, 08:18 PM
Snaggles Snaggles is offline
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Quote:
Originally Posted by Zuranthium [You must be logged in to view images. Log in or Register.]
Okay calculate the best Warrior DPS against Avatar of War - Palladius Axe of Slaughter with offhand swaps to Scimitar of Emerald Dawn inbetween (aka, add 20/42 offhand calc to the Palladius calc).
Stop with the offhand swap elf sim fan fiction.

Nobody is clicking 6 times every two 2 seconds unless they are a Swiftie refreshing TicketMaster.
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