全 84 件のコメント

[–]Seratiopoor soul 14ポイント15ポイント  (0子コメント)

Fine work, skeleton!

[–]13th_Plague 8ポイント9ポイント  (1子コメント)

A true asset to the community, thank you

[–]Serp_IT 2ポイント3ポイント  (1子コメント)

Very helpful! However, there's some misinformation in there, probably taken from erraneous sources? I checked the Gargoyle Flame Spear, and it says that it goes up to +5 with Twinkling Titanite, but it can actually be upgraded to +10 with normal Titanite.

[–]negator13[S] 4ポイント5ポイント  (0子コメント)

Thanks for pointing that out! There shouldn't be too many errors like that, but please let me know if you find any others. I'll correct this one shortly. EDIT: corrected

[–]MythicIVTrickyD_ 1ポイント2ポイント  (13子コメント)

Dark Hand seems inaccurate

shows wrong AR, shows +5 when it can't be upgraded, and shows it has physical and dark damage when it only has dark

[–]negator13[S] 1ポイント2ポイント  (12子コメント)

Hm, as far as I know the AR and physical damage is correct (going by Wikidot, Fextralife, and Mugenmonkey). I will have to actually check it in-game to make sure though. You're definitely right about the inability to upgrade it though, this weapon's a special exception. I'll correct that soon. Thanks!

[–]MythicIVTrickyD_ 0ポイント1ポイント  (3子コメント)

mugenmonkey is also incorrect with the dark hand

I don't know when mugen was last updated but it is wrong on a lot of stuff that has been changed in the last few patches

I was wrong about dark hand having pure dark, it does have some physical, but at 12/9/19/19 it has 307 AR

[–]negator13[S] 1ポイント2ポイント  (1子コメント)

Thanks to u/sleepless_sheeple 's help the AR for Dark Hand should now be correct. The calculator is showing 307 for 12/9/19/19. Thank you for your report. EDIT: It no longer incorrectly displays as a +5 Twinkling upgrade weapon either.

[–]MythicIVTrickyD_ 0ポイント1ポイント  (0子コメント)

awesome, thanks!

[–]sleepless_sheeple 0ポイント1ポイント  (7子コメント)

I'm almost certain the dark saturation curve for Dark Hand is curve 15, not 0. Base physical damage is 88, but I'm still trying to figure out how the scaling works. I'll update if I find anything.

edit1: Yep, definitely curve 15. I tried all combinations of Scholar's/Priestess Ring and the scaling damage tracks the calculated damage using curve 15, rounded down.

edit2: The physical scaling follows curve 15 as well. Same methodology with Knight/Hunter Rings.

[–]negator13[S] 0ポイント1ポイント  (6子コメント)

Thanks, I'd really appreciate that! EDIT: I updated the Dark Saturation for Dark Hand to 15 from 0 but the AR I'm getting at 12/9/19/19 is 290 compared to the 307 that u/MythicIV reports. Please let me know if you learn anything more, appreciate it!

[–]sleepless_sheeple 0ポイント1ポイント  (4子コメント)

Alright, I think I've got it. The Dark Hand's physical and dark scaling damage both follow saturation curve 15. Base physical damage is 88.

u/naiyt, you might find this useful as well.

[–]negator13[S] 1ポイント2ポイント  (0子コメント)

Wow, nice! I updated the Physical base to 88 and updated both the physical and dark saturations to 15, and the calculator is now showing 307. Thanks a lot!

[–]naiyt 0ポイント1ポイント  (2子コメント)

That is super interesting! Thanks for investigating. I'm somewhat baffled as to why it would have the saturation curve 15 (also, thanks for the curve terminology - I've been calling them "functions" but "curve" is much more accurate). The game's data files indicate it should be curve 0, unless I somehow made a mistake when copying them out (certainly possible).

There's also the possibility that they've got some conditional logic in their codebase somewhere that changes it up beyond the set defaults. =\ I'm sure the codebase is a mess (like all sufficiently large codebases invariably become.)

[–]sleepless_sheeple 0ポイント1ポイント  (1子コメント)

It could be that your data extraction tool is only looking at the original parameter files. Other games I've datamined in the past have just left the original files in and pointed the game to overrides instead; GTAV is one such game, for example. From could be practicing the same protocol.

[–]naiyt 0ポイント1ポイント  (0子コメント)

That's an interesting possibility. The scaling coefficients seem to get modified in place (I was able to pull the new values from the same file), but I suppose it's possible there might be overrides going on with the scaling curves. I'll need to poke around some more.

[–]MythicIVTrickyD_ 0ポイント1ポイント  (0子コメント)

i'm lost but if it helps

12/9/19/19 (307AR)

Phys: 88 +17

Dark: 150 +51

12/9/14/14 (287 AR)

Phys: 88 +17

Dark: 150 +31

[–]sleepless_sheeple 1ポイント2ポイント  (1子コメント)

The ability to sort by LUK scaling would be an useful addition.

[–]negator13[S] 3ポイント4ポイント  (0子コメント)

Good point, I'll add that soon. EDIT: Has been added.

[–]RhubarbatrossSave the Silver Knights, equip Way of Blue 1ポイント2ポイント  (5子コメント)

VERY GOOD!

I'm having trouble searching shields, are they included?

[–]negator13[S] 2ポイント3ポイント  (4子コメント)

Thanks for pointing this out, it appears shields are not being returned in the search results currently. I'll get this fixed asap.

[–]RhubarbatrossSave the Silver Knights, equip Way of Blue 0ポイント1ポイント  (3子コメント)

Great, thanks! Will you include stability and damage blocks on the shields or will they be displayed as weapons only?

[–]negator13[S] 2ポイント3ポイント  (1子コメント)

That's something I'd like to do in the future, but for now they are only displayed as weapons. Just a matter of getting the data together.

[–]RhubarbatrossSave the Silver Knights, equip Way of Blue 0ポイント1ポイント  (0子コメント)

great, looking forward to it

[–]negator13[S] 2ポイント3ポイント  (0子コメント)

The shields are showing up in the search results now, btw.

[–]tommytanker121 1ポイント2ポイント  (1子コメント)

You Sir, are a God damn genius.

This is EXACTLY what I have been looking for since release. I do invasions a lot and trying to figure out best options with limited stats and on min requirements is key. I love how u can see the damage increase thru infusion or increasing stats.

Absolutely superb. Thank you !!

Bookmarked

[–]negator13[S] 1ポイント2ポイント  (0子コメント)

Haha, thanks! I don't want to take credit for any of the data/calculations though, as I said in the OP the numbers and formulae are the work of u/naiyt and u/monrandria, among others.

[–]writers_block 0ポイント1ポイント  (7子コメント)

I noticed this in the Mugenmonkey calculator, too, but this doesn't account for faith scaling on the Golden Ritual Spear. My spear is breaking 400 and some change without any dex investment, but there is no damage gained when I increase faith in the calculator.

[–]negator13[S] 2ポイント3ポイント  (0子コメント)

Thanks to you and u/Naxts 's reports I believe there is currently a bug with it not including Faith scaling in the AR calculations. Shouldn't be too difficult to fix, I'll look into it and get it figured out! Thanks

[–]negator13[S] 1ポイント2ポイント  (5子コメント)

This is now fixed. Turns out I missed the special case that u/naiyt pointed out in his blog post on how to calculate AR values:

Blessed Weapons, Anri’s Straight Sword, Saint Bident, Lothric’s Holy Sword, Wolnir’s Holy Blade, and Morne’s Great Hammer also receive physical damage from Faith scaling

[–]writers_block 0ポイント1ポイント  (4子コメント)

The Golden Ritual Spear is supposed to be gaining magic damage from faith scaling. I'm still not getting this through the calculator.

[–]negator13[S] 2ポイント3ポイント  (2子コメント)

Derp, my bad. You wrote 'Golden Ritual Spear' and I read 'Saint Bident' (don't know why). Golden Ritual Spear appears to be its own little special case then. I'll have to do some research to figure out how to calculate that one accurately. Thanks for making me aware of it.

[–]sleepless_sheeple 1ポイント2ポイント  (1子コメント)

I'll tag /u/naiyt here as well.

Golden Ritual Spear:

  • Physical scaling damage uses STR/DEX/FTH and saturation curve 0.

  • Magic scaling damage uses FTH and saturation curve 16.

This is reflected properly in the spreadsheet, but the magic scaling calculation seems to have been left out.

[–]naiyt 1ポイント2ポイント  (0子コメント)

Thanks again! You're investigations have been invaluable. I'll update Mugenmonkey to properly calculate the GRS as well.

[–]negator13[S] 1ポイント2ポイント  (0子コメント)

Could you please compare the AR you're getting in-game with what is displayed on the site again and let me know if it's correct/closer? I have taken an educated guess on how to fix the calculation for this weapon based on your input and what u/sleepless_sheeple reported. Also please let me know your stat spread and in-game AR if you don't mind. Thanks a lot!

[–]Naxtssteamcommunity.com/id/naxts 0ポイント1ポイント  (2子コメント)

Hmm.

How accurate is this? Morne's Great Hammer has a D scaling in faith, but the AR remains the same despite faith being 30 or 70.

So, is this tool inaccurate? Or does the hammer's AR really not change

[–]negator13[S] 2ポイント3ポイント  (1子コメント)

The tool should be quite accurate, however thanks to you and u/writers_block 's reports I believe there is currently a bug with it not including Faith scaling in the AR calculations. Shouldn't be too difficult to fix, I'll look into it and get it figured out! Thanks

[–]negator13[S] 2ポイント3ポイント  (0子コメント)

This is now fixed. Turns out I missed the special case that u/naiyt pointed out in his blog post on how to calculate AR values:

Blessed Weapons, Anri’s Straight Sword, Saint Bident, Lothric’s Holy Sword, Wolnir’s Holy Blade, and Morne’s Great Hammer also receive physical damage from Faith scaling

[–]HadodanAldrich Faithful Slayer 0ポイント1ポイント  (1子コメント)

Man, I just needed AR calculations. Thanks, bro, this is awesome.

[–]negator13[S] 1ポイント2ポイント  (0子コメント)

Awesome, glad I could help

[–]MythicIVTrickyD_ 0ポイント1ポイント  (17子コメント)

Greatsword of Judgement also seems to be a little off

My build has 18str 18 dex 60int 14fth

GSoJ AR 1H No Buff: 526

GSoJ AR 2H No Buff: 549

GSoJ AR 1H With Buff: 610

GSoJ AR 2H With Buff: 633

[–]negator13[S] 1ポイント2ポイント  (16子コメント)

Hm, yeah it seems to be quite a bit off (keep in mind all AR values are calculated for 1H, no buff). I'll look into it. Calling u/sleepless_sheeple ... :P

[–]sleepless_sheeple 1ポイント2ポイント  (8子コメント)

Only thing that has changed from /u/naiyt's spreadsheet is base damage. 200 physical, 158 magic.

edit: On that note, you should revise the base damage for the Dark Sword as well. I'm going by the in-game menu, so I don't have quite the level of precision as the looking into the game files themselves.

Here's what I've got:

Weapon Name Physical BaseDMG Magic BaseDMG Fire BaseDMG Lightning BaseDMG Dark BaseDMG
Heavy Dark Sword 203 0 0 0 0
Refined Dark Sword 198 0 0 0 0
Hollow Dark Sword 209 0 0 0 0
Blood Dark Sword 170 0 0 0 0
Poison Dark Sword 170 0 0 0 0
Dark Sword 220 0 0 0 0
Simple Dark Sword 105 120 0 0 0
Chaos Dark Sword 105 0 136 0 0
Reinforced Dark Sword 105 0 0 0 136
Blessed Dark Sword 136 0 0 0 0
Sharp Dark Sword 203 0 0 0 0
Lightning Dark Sword 99 0 0 136 0
Crystal Dark Sword 99 136 0 0 0
Deep Dark Sword 173 0 0 0 173
Fire Dark Sword 173 0 173 0 0
Raw Dark Sword 275 0 0 0 0

[–]negator13[S] 0ポイント1ポイント  (6子コメント)

Hm, updating those values and calculating for 18/18/60/14 to match u/MythicIV 's build is now showing 513. Close, but not quite.. wonder what I'm missing

[–]sleepless_sheeple 0ポイント1ポイント  (2子コメント)

Probably a clutch ring, I'm getting 512 at Rosaria. I believe each of the scaling damages are rounded down as well.

[–]negator13[S] 0ポイント1ポイント  (1子コメント)

Well then, looks like we're all set! Thanks. I'll take a look at updating the Dark Sword values as well. While you're around, would you like to do some investigation into the Golden Ritual Spear for me? Apparently it gains magic damage from faith scaling, which my app is not handling correctly.

[–]sleepless_sheeple 0ポイント1ポイント  (0子コメント)

That might be a problem on your end. Everything I'm seeing adds up. STR/DEX/FTH have saturation curve 0 for physical scaling. FTH has saturation curve 16 for magic scaling.

[–]MythicIVTrickyD_ 0ポイント1ポイント  (2子コメント)

I had crown of dusk on, whoops

Without Crown of Dusk

GSoJ 1H AR: 512

200 +49 Phys

158 +105 Magic

[–]negator13[S] 1ポイント2ポイント  (1子コメント)

Cool, the calculator should be showing accurate values for GSoJ now.

[–]naiyt 0ポイント1ポイント  (0子コメント)

Excellent, thank you! I'm updating Mugenmonkey as well.

Say, what's the base damage on the un-infused fully upgraded Dark Sword? Looks like your table just has all of the infused versions. I would check myself, but the graphics card on my PC blew up today. =(

EDIT: Whoops, I'm stupid. I see you did have the base damage for a normal Dark Sword in there. My bad!

EDIT2: They've been updated. Once I get my new video card I'll do some testing to make sure the values are actually correct (and figure out why my data extraction didn't pull the correct base vals).

[–]MythicIVTrickyD_ 0ポイント1ポイント  (6子コメント)

It was another weapon that was recently buffed, it seems mugen hasn't updated for a while.

[–]naiyt 0ポイント1ポイント  (5子コメント)

Mugenmonkey has been updated recently - it should be accurate as of regulation 1.9. Most all weapons should be accurate - not sure why the Greatsword of Judgement would be off, but I'll look into it.

[–]MythicIVTrickyD_ 0ポイント1ポイント  (1子コメント)

ah my bad, I just saw that dark hand and GSoJ were off so presumed it hadn't updated

[–]naiyt 0ポイント1ポイント  (0子コメント)

No worries. It's a bit odd that those would be off, given that I extracted all of the scaling values directly from the games source files...gonna do some investigation.

[–]negator13[S] 0ポイント1ポイント  (2子コメント)

I wonder if GSoJ is now a special exception where it gains physical AR from Int/Magic scaling? Like the handful of faith weapons that behave that way?

[–]naiyt 0ポイント1ポイント  (1子コメント)

Yeah, something like that sounds likely.

...the power supply on my gaming PC literally just went kaput though, making it a bit hard to test at the moment. ='(

[–]naiyt 0ポイント1ポイント  (0子コメント)

Very handy!

[–]goh13 0ポイント1ポイント  (2子コメント)

Could you add something like "If I am level 120 and these are my stats, what weapon would give the maximum AR?"?

I know its a waste of time but if you can do fast enough, why not?

Although I really like the site a lot. I will probably start using the weapon search with other sites to make a kickass, clean build.

[–]negator13[S] 0ポイント1ポイント  (1子コメント)

That's a great idea, although unfortunately with the way I've built the app it may be harder to do than it sounds. The AR calculations are performed per-weapon per-stat spread, so currently the app never calculates the AR of more than one weapon/infusion at a time. But I will see if it's feasible. Glad to hear you're planning to use the site!

[–]goh13 0ポイント1ポイント  (0子コメント)

Oh yeah...shit. You would have to see every possible weapon and maybe every possible infusion for infuse-able weapons. Guess that would burn your servers real quick, given enough people do it. I always assume everyone is google and they can do anything with these things :p

I wish I could help. If you need to make a message saying "Hello world!" then I am your guy, man. Nobody codes hello world messages like me.

[–]ashwathamaisdead 0ポイント1ポイント  (3子コメント)

One can wield weapon without meeting strength requirements if two handed (provided strength in not too low). I think the strength is 1.5x your base strength when two handing. However the calculator shows requirements not met. Can you dial in two handed condition? Or shouls I just put 1.5x my base strength in the calculator?

[–]negator13[S] 3ポイント4ポイント  (1子コメント)

For now you should just enter 1.5x your character's STR if you want to simulate two-handing. However I should probably add a checkbox for two-handing that would do that for you. Expect to see that added soon. Thanks!

[–]ashwathamaisdead 0ポイント1ポイント  (0子コメント)

Wow, thanks for the quick reply, and keep up the good work. Also, would love to have some bleed and poison stats added.

[–]negator13[S] 2ポイント3ポイント  (0子コメント)

The "Two-Hand" checkbox has been added on the AR Calculator page.

[–]tidderahah024 0ポイント1ポイント  (1子コメント)

Is it possible to add the Spell buff stat on Staves Pyro and Talismans??

Mugenmonkey doesn't have it either but it would definitely put you above it

[–]negator13[S] 0ポイント1ポイント  (0子コメント)

That's something I'd like to add in the future, but I don't currently have data on it. (I also personally know next to nothing about staves/talismans because I play exclusively melee myself...). If I do gather the data needed for that, I'll certainly share it with u/naiyt of Mugenmonkey, especially considering the fact that I'm completely piggybacking off the AR formula that he freely published for everyone's benefit. So I don't think it would end up putting my app "above" Mugenmonkey, but I do think it would be very useful info to have available :P

Thanks for the suggestion!

[–]Kwlowery 0ポイント1ポイント  (2子コメント)

Thanks, this is really great! The only problem I have with it is that on mobile the calculate AR button is hidden behind the AR table after calculating once.

[–]negator13[S] 1ポイント2ポイント  (0子コメント)

Thanks. Yeah making the site/CSS work for mobile is on my to-do list. Definitely will be working on fixing that soon

[–]negator13[S] 1ポイント2ポイント  (0子コメント)

Hey just wanted to let you know that I fixed some of the bigger issues with buttons/panels getting hidden on mobile. Still need to work on how tables look on mobile though

[–]Emandiputs 0ポイント1ポイント  (1子コメント)

This may be beyond your scope but it would be really useful to be able to see the AR that your chosen weapon buffs will add, taking into account scaling and catalysts. For example, on my dex build, so I can compare whether adding more int for extra scaling on CMW is worth it, or if it's better just to pump more str.

[–]negator13[S] 0ポイント1ポイント  (0子コメント)

That would certainly be a nice feature, and I'll add it to my list of potential enhancements. At the moment I don't have any data for that yet though.

[–]Dynan 0ポイント1ポイント  (2子コメント)

So for invasion calculations twinkling and scale weapons have their reinforcement number doubled? Good to know.

[–]negator13[S] 0ポイント1ポイント  (1子コメント)

yup, a +3 twinkling/scale weapon counts the same as a normal +6 weapon for matchmaking

[–]Dynan 0ポイント1ポイント  (0子コメント)

That means I probably fucked up one of my characters for matchmaking, good to know.

[–]dasbrot1337 0ポイント1ポイント  (1子コメント)

On mobile the calculate button gets blocked by the first result. Otherwise some finde work

[–]negator13[S] 1ポイント2ポイント  (0子コメント)

Thanks, I'm working on fixing mobile soon. EDIT: Should be working a bit better on mobile now. Still need to work on the styling for the tables.