MMO News and theorycrafting for advanced MMO gamers. News and articles that relate to your gameplay. World of Warcraft, SWTOR, Guild Wars 2, Rift, TERA, Eve Online, Star Wars the Old Republic, Diablo3, The Secret World and all Western AAA MMOs
|
Project "Shield"
|
|
01-17-2012, 01:27 AM
Post: #1
|
|||
|
|||
|
Project "Shield"
Hello!
I have been working a bit on something I call "Project Shield". Now while I am not sure if I will actually finish this, this is what this is all about. My core idea was a program where you can select various items "offline" and see how they modify your stats, including some theorycrafting values like Effective Health and Effective Damage Reduction (currently this is only about the Consular Tank Spec, though theoretically it would be expandable to other classes/specs). http://imageshack.us/photo/my-images/836/shieldiv.png/ On the screenshot you see my current results. On the Comboboxes on the left you can select from a list of items, or on the big list on the right you get the items listed after Effective Health and can select one per slot. The little "C" buttons mean "Configure". Here you can (currently unimplemented) exchange the default modifications (armor, enhancement, modification, hilt etc.) again different ones, with the program offering lists sorted by Effective Health, Effective Damage Reduction etc., so you can make a much better gearing decision. Then there is a Details screen showing the stuff like Effective Health (currently only available as very raw prototype). Saving your character would of course be also planned. Now the problems: 1. I *am* aware the thing were I got the idea from ("Rawr") has tons of programmers with tons of theorycrafting experience. I cannot reach what these people can ^^ This is also why I currently only think about the Consular Tank where I have some theorycrafting already implemented. 2. We do not have an "Armoury" (with Rawr you can directly import your character from the game). We do not even have an "Import from Torhead" (Rawr supports Import from Wowhead), so the datafiles would need to be written manually. Anyways, what do you think of this idea? Anyways, not sure when or if I finish this, but currently doing some work on it! MagicSN |
|||
|
01-20-2012, 09:30 PM
Post: #2
|
|||
|
|||
|
RE: Project "Shield"
you should maybe get together with torstalker: http://sithwarrior.com/forums/Thread-SWT...6#pid10856
the equip db might possibly be referenced by using darthhater or torhead |
|||
|
01-21-2012, 12:16 AM
(This post was last modified: 01-21-2012 12:53 AM by MagicSN.)
Post: #3
|
|||
|
|||
RE: Project "Shield"
(01-20-2012 09:30 PM)Anonymousy Wrote: you should maybe get together with torstalker: http://sithwarrior.com/forums/Thread-SWT...6#pid10856 Did not know this project. Looks good. My own project (in the meanwhile progressing well) is more on entering the data in terms of items, so it adds together everything itselves. I think I will contact torstalker when my UI is more progressed. Currently working already: - Choosing items from the lists - Choosing Armorings and Mods and assigning them to items (but currently not both at the same time, which is still a limitation of the class design which I am currently working on) - Displaying a list of Armorings/Mods/Items sorted by "effectivity" - File formats for itemlists and armoring/mod-lists Not working yet: - Saving data - Currently if you select an armoring, then switch to mods your earlier selection on armoring is lost (needs to be fixed, obviously!) - Only one spec currently - only example data files for items/armoring/mods yet - no support for hilts/enhancements/etc. yet - Currently always assumes the set-bonus and does not yet autodetect if the set-bonus is present - No support for raid-buffs yet reading out of dh or torhead would of course be optimal, but I do not have much experience here. EDIT: Here is a screenshot of the current version: http://imageshack.us/photo/my-images/16/shieldle.png/ |
|||
|
01-27-2012, 07:12 PM
Post: #4
|
|||
|
|||
|
RE: Project "Shield"
A little work in progress update:
- Most features I had initally planned are now working, though the whole thing has some bugs and is one huge memory leak (will fix that later) ^^ - Also already entered some gear lists (only the gear itselves, enhancement/mod/etc. lists are still just some testing data) - Fixed EDR Calculations as discussed in the Shadow Tank thread - Cleaned up my code a lot Interesting: For the Tank Consular - unless some enhancements/mods/etc. - are replaced the 5 items from Columi Gear > the 5 items from Rakata gear (not true for non-set-slots). The reason: Rakata is def-heavy, while Columi is Absorb-heavy and simplified speaking Absorb > Def. |
|||
|
01-28-2012, 02:16 AM
Post: #5
|
|||
|
|||
| RE: Project "Shield" | |||
|
01-28-2012, 03:37 AM
Post: #6
|
|||
|
|||
|
RE: Project "Shield"
I began working on something similar but web-based last week but ran into the same annoyance you seem to have, manually entering all the item information into a DB (combined with all the different mods out there). Not got any further than my original page that I quickly bodged together one night (drop menus/number boxes for each item slot to manually enter each items stats, then a display at bottom for all the calc'ed stats) because I've spent the past week trying to extract data from the assets.
I wasn't aware there was anything like this already out there, and I'd imagine yours will move quicker/easier than mine, and probably better due to it being a standalone program rather than webpage - Interested to see how it goes
|
|||
|
01-28-2012, 06:23 PM
Post: #7
|
|||
|
|||
|
RE: Project "Shield"
I haven't looked at it myself yet but maybe the nodeviewer could help you get all the item stats out of the gamefiles.
|
|||
|
01-28-2012, 08:58 PM
Post: #8
|
|||
|
|||
RE: Project "Shield"
(01-28-2012 06:23 PM)Anonymousy Wrote: I haven't looked at it myself yet but maybe the nodeviewer could help you get all the item stats out of the gamefiles. Yes, the nodeviewer was something I read with interest about. Though right now I am not too concerned about the data yet, too much still to do concerning the code before that... but it might be something to look at when I have progressed more in my project... also due to the fact that right now only one spec is supported the data I have to get entered is not that big yet (not so many lvl 50 endgame items for Consular Tanks compared to ALL items in game - though I wonder if some blue items should also be added). @Torc: Maybe you are interested to work together with me? Especially concerning calculations for other classes/specs, if you have there something more than me already? |
|||
|
01-31-2012, 06:17 PM
(This post was last modified: 01-31-2012 06:18 PM by MagicSN.)
Post: #9
|
|||
|
|||
|
RE: Project "Shield"
BTW: Some results my current Betaversion has been giving:
- Columi set > Rakata set for Shadow tanks currently (if no mods/whatever are exchanged), surely mainly due to borked itemization on Rakata set (3% more accuracy, and 0% shield, the tiny amount more of end on Rakata does not save this in Effective Health) - relics with Shield+Absorb > Relics with defense - Relics with Defense of a higher armor rating than a relic with Shield+Absorb are still better though - Battlemaster Relics are very close to the BiS (craftable BoP Rakata) relics |
|||
|
02-04-2012, 01:29 AM
(This post was last modified: 02-04-2012 01:43 AM by MagicSN.)
Post: #10
|
|||
|
|||
|
RE: Project "Shield"
Hi!
Here you find a Beta-Version of "Project Shield". Datafiles surely are still incomplete. http://www.file-upload.net/download-4083...s.zip.html Potential issues: - Only support for the Shadow Tank right now - The program has the effect that if you save some data into a character file, then change the data of the items used in this file in data.txt (the global data file for items) or the Mod files, and then again load the character file, this character file will still show the OLD item values, while if you list the items, you will see the NEW item values. I included a version check into the character file loader to avoid trouble here - Not sure if the order in which I calculate buffs (stimpacks, class buffs, etc.) is correct. Still needs to be checked in the real game - 4-set-bonus is calculated as 2% EDR, even though it does not reduce all types of damage - Currently the "critability" of a tank is not taken into account with the metrices used for evaluating items. The EDR metric mainly prefers Absorb > Def > Shield. It might be possible to add another metric to the program (a new column in the Grid), but not sure how this Metric should look like. Open to suggestions! - Probably quite some important items missing in the database - The "New" Button won't work (noticed the bug after uploading) MagicSN |
|||
|
« Next Oldest | Next Newest »
|