Still working on the next revision of the spreadsheet.
Currently able to calculate true DPS based on the following factors:
MIG % Damage Bonus/Point
MIG % Damage @ 0
Base Accuracy (from class)
Bonus Accuracy (abilities etc)
Weapon Base Damage (avg)
Any requests for other parameters to include in the calculation? I honestly can't think of anything else that affects dps (that is general).. maybe add in weapon damage from enchantments, etc? I haven't included it currently because between weapons and spells you can have all kinds of extra damage types added into the mix that then have to have their own DT effectiveness factored in, which isn't at all complicated to calculate but it really clutters the table. Plus I wanted to keep this as more of a general thing for aiding in the tuning of MIG/DEX/Crit variables. Thoughts?
It might be beyond the scope of what you want to model here, but how about interrupts/resolve?
While I might be interested in adding that capability at some point, 2 things keep me from doing it right now:
1) My primary motivation for the spreadsheet is to provide a tool that allows people to easily iterate through multiple tweaks in order to see how various tuning tweaks affect the damage curves - in particular, tweaks to MIG, DEX, and Crit Damage (which I think will be the key 3 parameters to tweak in order to get the balance figured out). It's really easy to compare the effects of different damage-affecting stats and attributes because the utility curve for damage is very simple: bigger is better. Determining whether or not two dps builds are to equally viable and balanced (for example, a MIG build with slow weapons, and a DEX build with fast weapons) is really really easy - do they do the same damage?
Interrupts, while certainly an important part of combat, aren't as easy to model because while dps is just a number, where higher is better, the impact of interrupts is pretty much impossible to compare directly to damage. Interrupts are more of a tactical tool than a direct power boost, so while I could see myself adding some interrupt calculations in a separate sheet just for fun, I don't think it would be at all useful for the primary purpose of the spreadsheet.
It should also be mentioned (and I'll be sure to mention it when I post the spreadsheet) that even MIG and DEX are tactical attributes in some ways as well. MIG gives Fort and Healing, and DEX gives Reflex and Spell Duration (when you crit with spells). Neither of those things are directly comparable to each other either - which is wonderful, by the way. I wouldn't want a system in which two different attributes only affect effective damage - there'd be no point in having two different attributes.
So even though the dps aspect of both those attributes is a very important part, even then it doesn't tell the whole story. Which is why I'm trying to be very conscientious about the narrow focus of my current efforts - to let people rapidly tweak and tune different damage-related parameters to better understand the system and suggest improvements.
2) I don't know how the math on interrupts works. Not sure if the Concentration bonus is subtracted from the interrupt chance, or multiplied by it, etc. Also not sure what reasonable values of interrupt chance even are - I haven't played a lot of the Beta because I don't enjoy the combat right now and would rather focus on theorycrafting and giving general feedback until the major bugs and combat issues are fixed. Are interrupt values even given in weapon and spell descriptions? I've never seen them, but that doesn't mean they're not there.
#2 is also the same reason I haven't implemented recovery time and weapon attack animation speed, btw - the math isn't entirely clear as to how recovery time is calculated (lighter armors have a higher number, so I'm not sure how to translate to actual numbers) and I've never seen an attack animation speed value in a weapon description. Much easier just to put "attacks/second" in and then update if we get more information.
Edited by Matt516, 25 August 2014 - 05:08 PM.