General Time to live Calculator - TankSpot
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Time to live Calculator
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  #1  
Old 06-28-2009, 12:46 AM
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Time to live Calculator

Maybe it's already been done before, but I thought id put my education to some use. I currently have in the works a calculator that will take in armor/hp/dodge etc. You can then choose certain buffs, then enter in a mob's level/attack speed/and avg unmitigated damage.

The program will then run a simulation with the given information. It actually generates random hits then runs it through the given hit table for the player. Displaying total damage mitigated, total damage taken, blocked, parry/dodge count etc.

It will also print out a fake combat log from the simulation.

http://img44.imageshack.us/img44/8436/runtime.tif

Right now the calculator is very limited, and far from incomplete. But, if anyone is interested I will keep working on it. I plan to add parsing eventually for armory and everything else.

Just a few things. GUIs are not my strongest area. But as you can see from the simulation I wanted to test the hit table on a large scale data set to see how accurate it was. Roughly 3million, and it was pretty quick too. The combat log it generated was almost 75mbs.

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  #2  
Old 06-28-2009, 12:56 AM
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add in some sort of way to calculate how long you'd live with a healer healing you
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  #3  
Old 06-28-2009, 01:09 AM
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Yeh I can add that, it would actually be fairly easy. Say you could enter in how much healing per second you wanted on yourself. If I wanted to get really crazy I could make it so you could choose what healers were healing you and set it up that way.

I also wanted to add for example, say the user selected shield wall as 1 of their buffs well if the player is taking a spike hit the program will check to see if shield wall is up and use it if they drop below a certain %hp. This would give a better depiction of Time to live.
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  #4  
Old 06-28-2009, 01:28 AM
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Make sure its entered as a realistic depiction of the healing you'll get, rather than healing per second.

Set up "healer entities", that will cast heals on you, that have limited mana, and you can assign values of spellpower, healing, haste, mp5, replenishment to them.

basically to determine how your mitigation/avoidance affects healer mana.

say for example if I wanted to determine if I could survive General Vezax on hardmode, put in a number of healers, set their mana regeneration to 0, enter some realistic mana and spellpower values, enter my gear value, and then if my healers go out of mana sooner than 8 minutes into the fight, you know you've gotta tweak something in the real game.
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  #5  
Old 06-28-2009, 03:11 PM
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Alright so going by your suggestion here is what I added. Alot of the functionality is not yet implemented. Adding the healers into the equation is going to take alot of logic and time to add. I split the Panels up into Tanking/Healing/Simulation. On the simulation you can now specify if you want replenishment active.

On the healing pane you can now add healers with the selected fields.








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  #6  
Old 06-28-2009, 07:36 PM
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This is looking really interesting.

From a paladin PoV:

Will it also function in ardent defender Ardent Defender - Spell - World of Warcraft(live) Ardent Defender - Spell - World of Warcraft(ptr)? A module that reports how many times the talent would save my life would also be very nice if that is possible.
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  #7  
Old 06-28-2009, 08:39 PM
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Yeh, I could add in AD effect and have a simple ai use it when the paladin would otherwise die on a timer.

I setup a simple paladin healer with just flash of lights/holy lights. I havent added mana regen yet, but I did add in Divine Illumination and crit heals. Here is an example test. I also added a way were you can set the duration of the Simulation. Say you want to see if you will survive for a certain period of time.

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  #8  
Old 06-28-2009, 09:11 PM
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This looks like it might be worth grabbing. Do you have a download-able version hiding anywhere yet?
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  #9  
Old 06-28-2009, 09:50 PM
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Not yet. Id rather not release it atm it still has quite a few bugs to work out, but I plan to put it up as a download or an applet on my guild's website. I'll throw up a version later this week.
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  #10  
Old 07-01-2009, 05:48 AM
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Could you add a function to select what boss will attack you so the attributes to that boss is added automatically by chance?
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  #11  
Old 07-01-2009, 09:41 PM
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This may be all fine and dandy for paladins, but as a druid tank, what I'd like to see included is my Improved Leader of the Pack and Savage Defense calculated in. That way, I can test out whether a certain item that has more agility or AP is better than an item that has more stamina.
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  #12  
Old 07-02-2009, 05:07 PM
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Alright so im releasing a sorta beta version here is some notes I wrote up on it, and a picture.

Tank Calculator Beta v 0.1

Stat Calculations:
-The current stamina calculations are calculated using a level 80 human warrior's base health.
-Armor calculations is currently calculated verses a level 83 mob, future version will allow you to set the level of the mob.
-Currently block value is not an added field, but will be added later. The base value of block has been set at 1200.
-The correct numbers for Fortitude, Kings, MotW, and CS are not correct. The numbers will be fixed in the next version.
-In addition more buffs will be added, Defensive stance, Righteous Fury, Frost Presence, Ardent Defender, Savage Defense, etc.
-There is an issue where sometimes the values will not reset back to 0 if you change them. I'll fix this in the next version.

Healing:
-Currently only Paladin and Druid healers are available. The paladin can only flash of light and holy light. The ai is set to conserve as much mana as possible. The Druid only has Rejuvenation, and a partially working lifebloom.
-The paladin does have divine illumination.
-More healers will be added as well as more ai and healing options for each individual healer class.
-Overhealing is enabled.
-Haste, and Crit heals do work.

Simulation:
The simulation runs on a .001 clock, when you specify the attack speed every time the clock reaches a value that is modularly divisible and equal to 0 a hit will execute. A random number is generated then run through the hit table.

-Attacker level is currently NIY
-Average Attacker hit is the Average unmitigated hit before armor calculations
-Attack Speed it specifies the attack speed of the boss. PLEASE NOTE: There is an issue that causes some attack speeds to not calculate correctly due to issues with the data type and calculations. Attack speeds in increments of .25 work for example 1,1.25,1.5,1.75,2,2.25, etc.
-Fight Duration is in minutes. Whole numbers or Decimals work.
-Hit variance allows the boss to cause spike damage, but is NIY
-Replenishment is NIY

CombatLog:
-Prints the Combat log, everything is time stamped.

http://lawlfirm.com/download/TankCalc.jar


Last edited by Helious; 07-02-2009 at 05:15 PM..
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  #13  
Old 07-03-2009, 11:11 AM
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Thanks for the calculator

I've been looking for something like this for a while. I'll be testing it out when I get home tonight. Since it seems like you're looking for feedback/testing I'll mention a few things that would be in my ideal simulator.

1. Parry haste - I'd love to see what kind of effect my attacks and expertise have on the boss' parry/haste

2. Enchants - Blood Draining etc.

3. More abilities - In particular demoralizing shout (and Improved), improved commanding shout

4. The ability to run a few hundred simulations and have the calculator give you average results. (average time to death/time spent below 25% health, etc.)

It looks like you're just getting started but I'll be following closely as it looks like you're developing something pretty nice. In a former life I was a mage and used "simulationcraft" and "rawr" to improve my character. Looks like i'll be using this now.
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  #14  
Old 07-03-2009, 12:54 PM
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For the Average Attacker Hit what is a range I should realistically be putting in there? Because of the amount of armor my character has on him I cannot add what the average hit that I see actually is from the boss because that is already mitigated. Thoughts?
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  #15  
Old 07-04-2009, 12:40 AM
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wow very nice I'm impressed this looks like a really handy tool, i will start downloading asap, i couldn't imagine how hard it is with all the possibility's that could be put into this yet you get it done great work mate the least i could do for you is use it and report back thanks helious !
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  #16  
Old 07-05-2009, 08:57 PM
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For the Average Attacker Hit what is a range I should realistically be putting in there? Because of the amount of armor my character has on him I cannot add what the average hit that I see actually is from the boss because that is already mitigated. Thoughts?
Say you have around 23k armor, a good sized hit would be 35k-40k.

Currently I am adding a parse for the wow armory, and a few other user friendly features. Ill post an update with the new version in the next few days.
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  #17  
Old 08-11-2009, 10:10 PM
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What ever happened to the calculator?
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