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I had an hour or two to make this extremely simple spreadsheet which models any given hero from a pure DPS stand point, take it for what it is, it might be fun for some of you to actually play around with it. Any comments, improvements or bugs you find are appreciated!
What it does
It allows you to calculate your damage, attack speed, how hard your hero hits, DPS, total cost of your items and more.
It allows you to answer questions like, should I go for riftshards or savage mace to increase my DPS? What will a shieldbreaker do to my DPS? How much will my DPS increase in percent if I get item X or what is the most cost efficient item from a pure damage stand point?
What it doesn't do.
It doesn't quantify the benefits aside from their pure damage. For example FWS is just a damage item without the added orb effect since it's quite hard to give a value to an effect like that, apart from the pure damage it gives.
Changelog
v0.11 - Corrected the attack speed for server frames (cf [1]) and improved the calculation of "Points" by removing non-damage portion item costs in the calculation.
v0.1 - First release.
Where to get it.
v.02
Helpful tool. If it gets a bit more comprehensive I'll probably use it to work out standard item builds.
It does need some way take abilities into account. Like Gash, Way of the Sword or Explosive Shells. Furthermore, you should add a way to calculate illusions' effect for Geometers and Silhouette.
Edit: Oh and what are points exactly? Also, perhaps add a dps/gold field?
Last edited by Zerazar; 05-24-2011 at 06:38 PM.
Yeah more items will be definitely added! Along with the ability to have several of the same items, I would for one like to know if having 5 Steamboots is cost efficient.
Yeah alot of heroes have innate DPS scaling abilities and such but it's alot of work to implement all of those right now, it will come a bit later. I didn't have the time to even explain what points are, it's basically a scaled dps gained/gold for that item.
I had trouble of thinking of how to score the Geometer's Bane illusions DPS. Do we assume they always hit the same target, always are alive etc? Reality is much more complicated so I left that for later.
Indeed, however in the spreadsheet it's modeled as it would be active all the time, that is the 100 AS buff is permanent. So it comes off a bit worse in real games.
Last edited by DunningKruge; 05-25-2011 at 01:33 AM.
Does this take into account the frame-based attacks/second discrete behaviour?
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Look for my highlighted text (important information) and grey text (interesting but not required information).
No but it would be easy to fix since it would just mean that AS would be rounded down to the closest possible value allowed by the server frames. I also have to allow for entering hero starting damage. Right now I'm thinking about deducting the cost for the items in a recepie that do not add any damage when it calculates the "Points", like for example in FWS it would be the recepie itself a blessed orb and the 1200 item I forgot its name. So the DPS gained divided by 6300 - (600 + 1200 + 2100) would be the accurate "damage part" cost of the item which would give a slightly more accurate Points view since that item would get higher points.
I normally wouldn't write a thing like this in Excel but rather Mathematica/Matlab or C# but the company I'm working for want me to get better in Excel so I'm playing around with stuff.
Last edited by DunningKruge; 05-25-2011 at 01:34 PM.
I've been working on something similar in JS, here's the function I use for calculating attack speed and taking into account frames. I've tested it against the mechanics thread and the results match the data posted there.
getAttacksPerSecond: function (BAT, IAS) {
// BAT in seconds.
if (BAT <= 0) return 0;
var aps = Math.floor(20 * (1 + (.01 * IAS)) / BAT) / 20;
if (aps > 20) return 20;
if (aps < 0) return 0;
return aps;
},
does this take in account the armor reduction on shield breaker? i think you should add a column for reference values based on enemy defense values- iirc, shield breaker is the most cost effective dps item.
I've been working on something similar here http://github.com/teen-/honcraft, need to add crits, and then hero and item specific stuff. For example, you don't include hero inert crits, or stuff like relentless salvo. Also you need to include Harkons as well. Would love to combine our efforts, and make a web gui.
Indeed, my calculations don't assume anything about the hero's innate abilities, I just did this in one or two hours to play around a bit. I probably won't put too much effort into this.
I updated the spreadsheet with "improved" points values and your implementation of server adapted attack speed.
Yes it does. I did this pretty much to convince myself that Elder Parasite and Shieldbreaker are two of the most cost effective items you can build.does this take in account the armor reduction on shield breaker? i think you should add a column for reference values based on enemy defense values- iirc, shield breaker is the most cost effective dps item.
more morons getting EP in my pubgames, great
nice work, taking a look at it when i get on my laptop that have office.
'mindspank' is the same person as 'DunningKruge'?
That explains so much.
Well while it's a really cheap DPS boost, it does take up a slot from the items that provide a larger boost for a pure lategame 60 minute build , and often you do not even want a lifesteal orb. Though I would want to see someone try getting a really fast EP and SB in a game with the SB orb active once then swap back to life steal.
YesOriginally Posted by MichaelBurge
I have an auto generating table that pulls the data from every hero directly from the current patch. Want an export of it to store all of the Bat and base stats so you can remove the manual typing?
Have the same thing for every ability and item as well.
Its CSV so it would import fine, you can technically pull all of the same data from the web through excel but....vba feels dirty doesn't it.