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  1. #1

    Join Date
    Nov 2015
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    I updated the Gatcha calculator based on new data from many hundreds of 10-rolls, enabling me to pin down the category rates for drawing kamihime, kamiless weapons, and eidolons in the SSR rarity tier. This data was collected by retrospectively analyzing the inventories of two whales who'd acquired dozens of SSRs, and then comparing the relative ratio of kamihime, kamiless weapons, and eidolons. This was actually fairly time-consuming since I had to manually image match each weapon with the JP wiki entry and determine if it contained a kamihime or not.

    The updated rates for SSRs show that the chances of drawing kamihime in the SSR tier are somewhat lower (~5%) than I'd previously estimated, which is within the expected margin of error for that estimate.
    Magicami Starter Guide: Rerolling for Success
    Rerolling in Kamihime Project: How to get FREE SSR Kamihime
    Sanahtlig's Kamihime Project Toolbox: Includes damage calculators and other useful tools, data, and info I've designed and collected. Make a copy to edit.

  2. #2

    Join Date
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    I updated the Weapon Skill Enhancement Calculator. It now shows how 2 x RGrails can sub for SRs as donor weapons at intermediate skill levels. I also show options for using the next higher skill level for a donor weapon, which often achieves some savings (for example, you save 1 R by enhancing a SLVL-19 SSR weapon with an SLVL2 SSR donor weapon instead of SLVL1 + 3 Rs).

    - - - Updated - - -

    I've added a new section to the Assault and Eidolon Effects Calculator: Weapon Comparison. Given several parameters of a team (team 1), it will tell you whether subbing out your existing weapon (Weapon 1) for a new weapon (Weapon 2) will increase your team's damage output, and factors in assault modifier changes and level differences. This should prove useful for those compiling secondary teams, who will have to decide whether to sub out high-level off-element weapons for low-level same-element weapons. It should also be enlightening for those wondering how SSR weapons that aren't limit-maxed will compare to limit-maxed Disaster SRs.
    Magicami Starter Guide: Rerolling for Success
    Rerolling in Kamihime Project: How to get FREE SSR Kamihime
    Sanahtlig's Kamihime Project Toolbox: Includes damage calculators and other useful tools, data, and info I've designed and collected. Make a copy to edit.

  3. #3

    Join Date
    Nov 2015
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    I updated the Assault and Eidolon Effects Calculator with a new reference table: Character Burst multipliers. This allows a more accurate estimate of team Burst damage by factoring in the effects of rarity and limit breaks on the Burst damage of individual characters. As a result, the Weapon Comparison section can now take into account the difference in Burst multipliers between primary weapons. If you'd like to compare two potential primary weapons (between "Team 1 w/ Weapon 1" and "Team 1 w/ Weapon 2"), update the Character Burst multiplier for your soul with the values recommended in the Weapon Comparison section.
    Magicami Starter Guide: Rerolling for Success
    Rerolling in Kamihime Project: How to get FREE SSR Kamihime
    Sanahtlig's Kamihime Project Toolbox: Includes damage calculators and other useful tools, data, and info I've designed and collected. Make a copy to edit.

  4. #4

    Join Date
    Nov 2015
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    In a major update to my Damage Calculator, I've united constitutive bonuses from the Assault and Eidolon Effects Calculator together with temporary buffs. Players can now directly observe how buffs like Attack Up affect damage output for specific team compositions. For example, the value of ATK up decreases with increasing assault skill and character attack up from eidolons, and increases with elemental advantage.

    I also revamped the Damage Received section to be more useful and intuitive.

    Planned for next update: Factoring in uptime of buffs / debuffs, the effect of healing on party longevity (in combination with damage reduction).
    Last edited by sanahtlig; 07-23-2017 at 12:04 PM.
    Magicami Starter Guide: Rerolling for Success
    Rerolling in Kamihime Project: How to get FREE SSR Kamihime
    Sanahtlig's Kamihime Project Toolbox: Includes damage calculators and other useful tools, data, and info I've designed and collected. Make a copy to edit.

  5. #5

    Join Date
    Nov 2015
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    I've revamped Damage Calculation throughout the Toolbox and reorganized the information. I've now factored Damage Skills into the damage calculation via the 'Team Customization' tab. Unfortunately, there's not much info in the JP wiki on skill damage multipliers for kamihime of SR and R, so I'm relying on rough guesses for now on the raw numbers. I also factored in Buff and Debuff Uptimes. This was much more challenging than I'd anticipated (it took me the entire day), and I don't think I'll take on such a headache again anytime soon. This increases the burden of user input to the point that I forked it off into its own tab 'Adv(anced) Damage Calculator'. This tab is for advanced users who want to see how buff / debuff uptime affects their cumulative damage output over the course of an encounter, and who want to compare the relative utility of buffs and debuffs with varying resist rates, especially from eidolons (implementing eidolon debuffs was extremely time-consuming!). I assumed steady-state for most uptime calculations, except for eidolons where that assumption is absurd (in most Ragnarok Advent battles you'll be lucky to use an eidolon more than once).
    Last edited by sanahtlig; 07-30-2017 at 12:24 AM.
    Magicami Starter Guide: Rerolling for Success
    Rerolling in Kamihime Project: How to get FREE SSR Kamihime
    Sanahtlig's Kamihime Project Toolbox: Includes damage calculators and other useful tools, data, and info I've designed and collected. Make a copy to edit.

  6. #6

    Join Date
    Nov 2015
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    In response to a complaint about the user-friendliness of the interface:

    This is an expansive project I've been working on for several months, completely solo (until recently). I find a question I'm interested in, do the math to answer it, test and re-test to find and fix formula errors, label and organize the calculations to my satisfaction, and then publish it for others to use. I know of no one else making calculators that model the various systems in this game, in any language. I do it primarily to further understanding of these game systems, since generalizations have limitations and simulations are required to model complex systems that vary in different ways depending on the input.

    These tools are provided AS IS, as in they're configured for my use first, and everyone else's use second. I will never sacrifice usability for myself to increase usability for others. I will fix bugs in the formulas, clean up clutter, and provide basic documentation so motivated individuals can make use of these tools--hopefully to generate useful discussion and guides for others.

    Criticisms were raised with various aspects of the presentation, including too many tabs (redundant information) and too few tabs (unrelated tools clustered on the same sheets). The user wanted the interface to be simpler, with summary info featured more prominently.

    The Toolbox contains many tools to answer distinct questions. Some tools are related. Some are connected. A few are interconnected, with the output of one feeding into another and back again (I try to avoid this as much as possible, but sometimes complexity balloons, as it did with the damage calculations). To my knowledge, there are no redundant or useless tabs. There are tabs with labels that may SEEM redundant, simply because I shorten them as much as possible to fit more tabs without scrolling. I do in fact organize the tabs with the most important ones (to me) placed first. I actually have no idea what tab users will land on when they click a url to my Toolbox, nor how to control this.

    I could summarize information better. I could write user guides to help users find what they're looking for and understand the layout. But save for a comment by a single disgruntled person who brought the topic up in the midst of a theorycrafting argument, I haven't seen much demand for these things.

    I do welcome feedback from users, whether it be questions, suggestions, or simply a thumbs up. For those who want to talk, I can be found on Discord in several channels related to Kamihime Project (including the Godtamers Union channel, a theorycrafting hub). Users can also post their Toolbox-related feedback in this thread.
    Last edited by sanahtlig; 07-30-2017 at 10:58 AM.
    Magicami Starter Guide: Rerolling for Success
    Rerolling in Kamihime Project: How to get FREE SSR Kamihime
    Sanahtlig's Kamihime Project Toolbox: Includes damage calculators and other useful tools, data, and info I've designed and collected. Make a copy to edit.

  7. #7
    Unregistered male A Guest

    When you hear the word 'Calculator' you expect to enter numbers here and there, then result showed up according to formula. but I don't know where to input things in your toolbox and it's a view-only document. 'not user-friendly' isn't the word, it's more like 'not intuitive' because I'm not a user yet and still figuring out anything. being the only helpful math guy in the community sure is tough, you have to deal with people like me who won't go deeper into rabbit hole in those math. If only you could CSS the heck out of those formula it would be perfect.

    I'll try pouring some ideas on the layouts,

    For the gacha calculator, it would be something like: "Enter the amount of jewel/Nutaku gold/$", "select the rate-up type", "amount of SSR(KH,kamiless wep,eido) you have", "amount of SR you have", "amount of R KH you have",etc

    Then the result cell would be: "Chances of getting SSR(KH,Kamiless wep,eido)", "chances of getting SSR dupes", "chances of getting new SSR","chances of getting featured SSR",etc.

    For the damage calculator, it would be something like: "Enter the KH atk", "select debuff", "select enemy buff", "select negative status effect on KH", "select enemy status Stun/Normal/Raging", "select enemy element", "select KH element", "select active eidolon", "select friend eidolon", etc

    Then the result cell would be: "Damage dealt in normal/raging/stun state", "Burst damage dealt in normal/raging/stun state", "chances to miss", "chances of double attack", "chances of triple attack", etc.

    My advice is, make it so even an idiot could understand or not disheartened by a wall of numbers (I'm like that). And lastly, thank you for being "that math guy" everybody can rely on.

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