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  1. #301
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    Quote Originally Posted by b-morgan View Post
    Another question, on the character sheet, there is a section labeled "Trait tree passives / (Skill)Effects / Consumables". For the consumables, I'd like to turn those off and on but some of the stats are formulas. What would be the correct method for doing this?
    Sometimes it's possible to turn of all stats by selecting 0 in the iLvl column, in other cases you will need to clear all row content. In case of consumables the latter.
    I don't know of a sollution to make these switchable.
    Last edited by Giseldah; May 07 2016 at 04:23 PM.

  2. #302
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    Quote Originally Posted by b-morgan View Post
    I'm not sure what I've done, but when I click the button "Show Caps" on the character sheet, I get an error "Basic runtime error. Object variable not set." plus a LibreOffice Basic window with "RatingInfoForm" highlighted and the line "sSCN = oShape.Control.Name" highlighted (ln 2485 col 30). Let me know if I need to provide more details.
    Impossible to tell. Looks like something became corrupted on that sheet. It's probably best to restart with a new one.

  3. #303
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    73
    Quote Originally Posted by Giseldah View Post
    I don't know of a way to automatically get all information out of Lotro and into the spreadsheet.
    This is because WB canned the character API, for those who are not aware.

  4. #304
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    Jun 2011
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    178
    this table only for captains? I cant select jewellery, weapons other stats for the class other than captain, LM for instance. Have to copy rows from other pages and redesign the table? I risk to mess with formulae doing this. And caps seem to be also for the specific captain's armor type, like mitigations.
    Or I didn't get this design right?

  5. #305
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    I've adjusted and added more T2 penetration formula's to my test version, because the information is now out in the open in 18.2 beta, so I could determine the formula's:



    I'm thinking about introducing an opponent level. This would then be used for a lot of percentage calculations, instead of the character level(in fact, when opponent level is higher than character level). This would give some very speculative results though, so I'm no sure yet.

    It's a possible way to calculate your mitigations against higher level opponents. The new raid for instance has lvl108 mobs.
    I'm pretty sure about how to do mitigations (I researched mob damage in instances):

    Mob Level Light Medium Heavy % penalty
    108 20790 23049 25281 -2%
    107 20595 22833 25044 -1%
    106 20405 22622 24813 0%
    105 20210 22406 24576 0%

    But anything based on chances is much more difficult to find out.

  6. #306
    cdq1958's Avatar
    cdq1958 is offline Hero Of the Small Folk 2013
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    Quote Originally Posted by Giseldah View Post
    I've adjusted and added more T2 penetration formula's to my test version, because the information is now out in the open in 18.2 beta, so I could determine the formula's:



    I'm thinking about introducing an opponent level. This would then be used for a lot of percentage calculations, instead of the character level(in fact, when opponent level is higher than character level). This would give some very speculative results though, so I'm no sure yet.

    It's a possible way to calculate your mitigations against higher level opponents. The new raid for instance has lvl108 mobs.
    I'm pretty sure about how to do mitigations (I researched mob damage in instances):

    Mob Level Light Medium Heavy % penalty
    108 20790 23049 25281 -2%
    107 20595 22833 25044 -1%
    106 20405 22622 24813 0%
    105 20210 22406 24576 0%

    But anything based on chances is much more difficult to find out.
    Giseldah,

    As far as I can remember, there have always been penalties applied based on level differentials. The tool tips give comparisons to the same level situation.

    As far as 'chance' goes, you gather as much data as you can and try to put a variance measure in place. The more and larger the trials you can do, the better your central estimates will be, but never exact without obtaining the actual values. With those, you can do a Monte Carlo simulation and compare your samples to a very large simulation, and supplement those with bootstrapping methods. That'll be good enough for most purposes.
    "No sadder words of tongue or pen are the words: 'Might have been'." -- John Greenleaf Whittier
    "Do or do not. There is no try." -- Yoda
    On planet Earth, there is a try.
    Indeed, in a world and life full of change, the only constant is human nature (A is A, after all :P).
    We old vets need to keep in mind those who come after us.

  7. #307
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    Quote Originally Posted by cdq1958 View Post
    Giseldah,

    As far as I can remember, there have always been penalties applied based on level differentials. The tool tips give comparisons to the same level situation.

    As far as 'chance' goes, you gather as much data as you can and try to put a variance measure in place. The more and larger the trials you can do, the better your central estimates will be, but never exact without obtaining the actual values. With those, you can do a Monte Carlo simulation and compare your samples to a very large simulation, and supplement those with bootstrapping methods. That'll be good enough for most purposes.
    Yes, it's not a new concept. Problem indeed is that you need large amounts. I don't think that I have the time to do that kind of project.
    What I could do is introduce that opponent level and use it instead of the player level when it's higher. My guess is that it works for every rating as like mitigation. Perhaps likewise together with other penalties.. A lot of speculation, but maybe it's good to have that opponent level option anyway. All would be the same if it's equal to player level..

  8. #308
    cdq1958's Avatar
    cdq1958 is offline Hero Of the Small Folk 2013
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    Quote Originally Posted by Giseldah View Post
    Yes, it's not a new concept. Problem indeed is that you need large amounts. I don't think that I have the time to do that kind of project.
    What I could do is introduce that opponent level and use it instead of the player level when it's higher. My guess is that it works for every rating as like mitigation. Perhaps likewise together with other penalties.. A lot of speculation, but maybe it's good to have that opponent level option anyway. All would be the same if it's equal to player level..
    I definitely understand the amount of work needed. I started a database project and initial work to write a plugin to collect my own data. It has not gotten far. It is a lot of work.
    "No sadder words of tongue or pen are the words: 'Might have been'." -- John Greenleaf Whittier
    "Do or do not. There is no try." -- Yoda
    On planet Earth, there is a try.
    Indeed, in a world and life full of change, the only constant is human nature (A is A, after all :P).
    We old vets need to keep in mind those who come after us.

  9. #309
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    Jul 2011
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    Anyway, a new version here: LotroPlan 3.7 - U18.2b2 - v1

    Changes:
    - Added an opponent level
    - Contains all T2 Penetration debuffs
    - Mitigation calculations by opponent level.

    See: https://www.lotro.com/forums/showthr...45#post7616745



    You can see in the picture the effect of the Evade rating penetration in T2: 3335 is not enough to overcome this penetration and gives 0% as result.

    No items added yet for U18.2.

    Edit:
    Next version:
    - class items done
    - weapons done
    - shields done (heavy shield received some more stats again.. seems to get normal)
    - jewelry done
    - cloaks done
    - set items 360/360 done
    - set bonuses 3/3 done
    - armour selection lists 18/60
    Last edited by Giseldah; Jun 27 2016 at 07:58 AM.

  10. #310
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    Jul 2011
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    New version for beta: LotroPlan 3.7 - U18.2b4 - v1

    Changes:
    - Added all 18.2 items.


    Edit:
    Next version:
    - new: essence jewelry selection lists. done.
    - refreshed itemsdb. done.
    Last edited by Giseldah; Jul 02 2016 at 03:52 AM.

  11. #311
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    New final version 3.7 (for U18.2):

    - added an opponent level.
    - contains all T2 Penetration debuffs as displayed in-game.
    - mitigation calculations by opponent level.
    - added all 18.2 items.
    - added essence jewelry selection lists.
    - refreshed ItemsDb.

    See opening post for the download link.

  12. #312
    Join Date
    Dec 2013
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    Thumbs up

    Quote Originally Posted by Giseldah View Post
    New final version 3.7 (for U18.2):

    - added an opponent level.
    - contains all T2 Penetration debuffs as displayed in-game.
    - mitigation calculations by opponent level.
    - added all 18.2 items.
    - added essence jewelry selection lists.
    - refreshed ItemsDb.

    See opening post for the download link.
    Hey Giseldah,

    thank´s a lot, your work is highly apreciated

    Cheers,
    Vala
    Valanduin [Champ] & Valanduir [Warden] & Valanur [RK]
    Gwaihir [EU-DE] | Die Reiter von Rohan

  13. #313
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    Dec 2010
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    40

    Thumbs up

    Giseldah:

    Once again. Thank you! This body of work is incredible!

    I have a quick question. Where do I paste the line for set-bonuses?

    When I paste it under my armor, it adds the SUM to DMG. To be more clear...If I add a 10% set bonus, it adds the figure as "10" not 10%. Hopefully this makes sense.

    Thanks!

    Reederr

  14. #314
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    Quote Originally Posted by Reeder44 View Post
    Giseldah:

    Once again. Thank you! This body of work is incredible!

    I have a quick question. Where do I paste the line for set-bonuses?

    When I paste it under my armor, it adds the SUM to DMG. To be more clear...If I add a 10% set bonus, it adds the figure as "10" not 10%. Hopefully this makes sense.

    Thanks!

    Reederr
    I can't visualize what's happening.. set-bonus lines from light/medium/heavy armour sheets should go into items, so that's correct..

    Let's say you have 176.8% physical damage before adding the bonus. Doesn't the percentage go up to 186.8% ? (10% in column AO)

  15. #315
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    Quote Originally Posted by Giseldah View Post
    I can't visualize what's happening.. set-bonus lines from light/medium/heavy armour sheets should go into items, so that's correct..

    Let's say you have 176.8% physical damage before adding the bonus. Doesn't the percentage go up to 186.8% ? (10% in column AO)
    Yep. That's what it does. But wouldn't 10% of 176.8 be 17.68?

    Thanks!

  16. #316
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    Quote Originally Posted by Reeder44 View Post
    Yep. That's what it does. But wouldn't 10% of 176.8 be 17.68?

    Thanks!
    No, the 10% set bonuses are additive. The dmg% from mastery is never multiplied.

  17. #317
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    Dec 2010
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    40
    Quote Originally Posted by Giseldah View Post
    No, the 10% set bonuses are additive. The dmg% from mastery is never multiplied.
    Ah yes. I understand. I get it now.

    Thanks!

  18. #318
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    Feb 2007
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    6,386
    Once again, this spreadsheet/calculator/planner becomes invaluable as I reach endgame on each toon. Thank you once again. Just got my lvl 105 LM all dialed into the spreadsheet and can now plan my endgame activities almost infinitely better!

    Between all the essences available and so many endgame items, I'd be totally lost without this!

    Incidentally, at level 105, the "Lore-master Beneficial Sword and Staff Bug" has also scaled to:

    Morale +697
    Parry +4666

    (was 664 and 4444 at level 100, respectively)

    I just throw that into a "passive" effect and everything matches up perfectly.

    Best,

    H

  19. #319
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    Jul 2011
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    Quote Originally Posted by Hurin View Post
    Once again, this spreadsheet/calculator/planner becomes invaluable as I reach endgame on each toon. Thank you once again. Just got my lvl 105 LM all dialed into the spreadsheet and can now plan my endgame activities almost infinitely better!

    Between all the essences available and so many endgame items, I'd be totally lost without this!

    Incidentally, at level 105, the "Lore-master Beneficial Sword and Staff Bug" has also scaled to:

    Morale +697
    Parry +4666

    (was 664 and 4444 at level 100, respectively)

    I just throw that into a "passive" effect and everything matches up perfectly.

    Best,

    H
    Great.

    Based on your data I'd say general formulas for this can look something like this:

    LM BSS Bug Morale = floor(299/45*Level)
    LM BSS Bug Parry = floor(2000/45*Level)

    for spreadsheet:

    Morale column: =INT(299/45*$B$6)
    Parry column: =INT(2000/45*$B$6)

  20. #320
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    Jun 2011
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    74
    Hi.

    Is there a german translation for this great stuff? Would be fine

    regards
    Nirassia

  21. #321
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    Quote Originally Posted by Punkrockgoere View Post
    Hi.

    Is there a german translation for this great stuff? Would be fine

    regards
    Nirassia
    No. Some static texts in colored cells could be translated I guess, but I'm not able to do that.

  22. #322
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    Jul 2011
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    New version 3.8 (for U19):

    - added U19 Ithilien items (no purples).
    - added essence cloak selection list.

    See opening post for the download link.

  23. #323
    Join Date
    Mar 2011
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    18
    Thank you Giseldah, your work is highly appreaciated and it surely improved the quality of gaming a lot, for many players along time I just found your creation and I guess it will become in a vital tool henceforth for me

  24. #324
    Join Date
    Feb 2007
    Posts
    19

    which program to open?

    Hey,
    What program should we be using to open this with? I tried using Excel 2016, but that seems to corrupt all of the vlookups and they just return the #NAME error. Should we be using Google sheets instead?

    Thanks
    Staerek - Officer - Rimsilval Kinship - Elendilmir

  25. #325
    Join Date
    Nov 2011
    Posts
    2,054
    I believe it's OpenOffice (freeware).

    Permanently retired. Was Kibilturg, Guardian of Imladris (then Landroval & Crickhollow) and ~40 alts.

 

 
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