The main purpose of this tool is to help you make informed decisions when it comes to choosing between different weapons and perks. This is a complicated tool intended for powerusers. In order to use it correctly I recommend you read this guide in detail, otherwise you will risk arriving at an incorrect conclusion.
Layout
The tool is split into two parts: the build stats (your input) and the results tables (calculator's output). There is a Compare builds button you can press that will allow you to enter two different builds and see two results tables, one for each build.
Build stats
This is where you enter the stats for the build(s). It is split into 5 sections. Each section has several buttons at the top for copying. If comparison mode is active, there will be a Copy from A/B button that will copy the data in the current section from the adjacent build to the selected one. Additionally, there are two more Copy/Paste buttons that use your clipboard instead, to allow copying and pasting data from a build's section across different browser tabs.
- Basic stats: general stats of your character.
- Skill: this should be your final skill with all buffs. It refers to the skill type of the weapon you have selected. It is not used for mages if you have selected a wand or rod.
- Magic level: as above, it should be your final magic level with all buffs and foods active.
- Crit chance and damage: this should be your crit chance and damage as you can see in the cyclopedia or skills window.
- Advanced stats: this section contains less frequently used stats.
- Fatal and transcendence: enter the values shown by the skills window, which include any buffs from tiered boots.
- Base magic level: this is only used to correctly calculate runic mastery.
- Axe/club/sword/fist/distance fighting: these are only needed if you are using a weapon that has a skill-based perk that differs to the weapon's skill type. For example, Deepling Staff (a club weapon) has two perks that scale with your fist fighting, and Deepling Ceremonial Dagger (a wand/rod) has a sword fighting perk. You will need to set these skills in the advanced stats if you want to use these perks.
- Weapon: this is where you choose your weapon (and ammo if necessary).
- It is important to note that the only information that the calculator uses from the weapon is the weapon's attack stat. It does not apply any perks such as +skill or +crit. These you have to set yourself in their respective inputs.
- Perks: this section is where you set all perks from your weapon, equipment and Wheel of Destiny.
- Some perks will add to the values in the basic/advanced stats section. For example, if you have set Skill = 205, that is equivalent to setting Skill = 200 and then adding a +5 sword fighting perk (assuming your selected weapon is a sword weapon). This can be useful if you are comparing two builds that differ by a +skill perk, but it is important not to double-count any perks. A list of these perks:
- Any +skill perk (axe, sword, club, fist, distance, magic level)
- Crit chance
- Crit damage
- If you have multiple sources for the same perk, make sure to add up all of the values and input that as your final value. For example, if you are a knight with a 5% Fierce Berserk base damage gem and the 4% Fierce Berserk base damage perk on your sanguine weapon, you should enter 9% for this perk.
- Some perks will add to the values in the basic/advanced stats section. For example, if you have set Skill = 205, that is equivalent to setting Skill = 200 and then adding a +5 sword fighting perk (assuming your selected weapon is a sword weapon). This can be useful if you are comparing two builds that differ by a +skill perk, but it is important not to double-count any perks. A list of these perks:
- Rotation: this is where you set your spell rotation.
- There are two inputs for each spell: targets and ratio.
- Targets: this is the average number of targets that the spell hits. For example, Fierce Berserk should probably be somewhere between 6 and 7.
- Ratio: controls how often each spell is cast relative to the others. The calculator divides each spell's ratio by the total of all ratios to determine what fraction of turns it is used. For example, if you set Great Fire Wave to 2, Energy Wave to 1, and Great Fireball Rune to 1, the total is 4, so Great Fire Wave is cast 2/4 (50%) of the time, and the other two are each cast 1/4 (25%). Setting all ratios to 1 means each spell is cast equally often. Only the proportions matter, not the actual numbers. Ratios of 2:1:1 give the same result as 4:2:2 or 10:5:5.
- In most cases, you should make sure to include auto-attack in the rotation. Auto-attack does not have an input for ratio because the calculator assumes you cast it every turn.
- Any spell that has two damage types from the same cast will take up two rows, one for each damage type. For example, with Executioner's Throw, it lets you choose how many targets you hit on average with red hp and how many you hit on green hp. There is only one ratio input box for both, because both rows are linked to the same spell cast.
- There are two inputs for each spell: targets and ratio.
- Targets: this is where you can optionally select which creatures you are fighting if you want the tool to include charms, elemental resistances and armor in the calculations.
- Ratio: this refers to how many of each creature you kill. You can copy the numbers directly from your Hunt Analyser.
- Charm: select a damage charm for the creature. If you select Overpower or Overflux, you must set your Hit Points or Mana Points in advanced stats.
- The calculator takes into account the resistances and mitigation of each creature when calculating the effective damages. Each creature's contribution is weighted by its hitpoints and ratio.
- Armor is taken into account where relevant, even for elemental weapons that have a physical portion.
Results
The results table shows two types of damage. Effective is the average damage you would deal taking into account resistances, mitigation, crits, fatals. Raw is the damage you would deal ignoring these factors.
Above the main results table you will see three summary values. Effective damage per turn is the total average damage you would deal in a single turn using your defined rotation, taking into account resistances, mitigation, crits, fatals and charms. Effective damage per hit is the average damage of a single hit, weighted across your rotation. Damage from charms tells you the average damage per turn from all charms. If you have not defined a rotation, these will show 0.
In comparison mode, a build's row will be coloured green if its effective average is greater than or equal to the other build.
Examples
Here are some examples of what this tool can be used for.
- Sanguine Razor 5th perk (10% sword vs +1 attack). You can see that for the +1 attack build, auto-attacks and Fierce Berserk hit higher, but overall the 10% sword fighting as extra damage for spells build does more damage.
- Assumed a level 1000 EK with stage 2 Executioner's Throw, stage 2 Groundshaker and a fully upgraded Fierce Berserk gem.
- We set 11.5% for Fierce Berserk base damage (Razor perk + grade IV gem).
- We set 8% for Fierce Berserk critical hit damage from Sanguine Legs.
- Bow of Destruction vs Falcon Bow. This comparison suggests that Bow of Destruction is still slightly better than Falcon Bow.
- Assumed a level 300 RP with stage 1 Divine Grenade.
- Falcon Bow has a shielding perk, so we set a shielding skill in the advanced stats for build B.
- Here we are setting the distance fighting as 130 for both builds in the basic stats section, and using the perks section to specify the +distance perks for each bow. Build A has +1 from the bow's weapon proficiency perk, and build B has +2 from the weapon's innate stats. Alternatively, we could have omitted this perk and instead included the +distance in the basic stats sections of each build (131 for build A and 132 for build B) and reached the same result. It doesn't matter where you include the +distance, only that you don't double-count it.
- As above, the same is true for the Falcon Bow's critical hit extra damage perks. We could have omitted this and written 57.5 for the crit damage in basic stats instead.
- T2 Slayer of Destruction vs Falcon Longsword with life/mana imbuements. We see that despite not having crit imbued, Falcon Longsword performs better overall.
- Assumed a level 500 EK with stage 2 Groundshaker.
- For build B, even though our Falcon Longsword does not have crit imbuements, we still need to set crit chance to 5% and crit damage to 10%, because these are the default crit stats that all characters have.
- In advanced stats, we have set the fatal chance for build A to 1.05% which represents T2 fatal with no additional boots bonus.
- It is worth noting here that despite the Falcon Longsword build having higher overall dps, the Slayer of Destruction build probably has higher overall leech due to how much stronger the auto-attacks are.
- Crypt Slicer vs Sanguine Razor at Upper Roshamuul. This shows that Crypt Slicer outperforms Sanguine Razor in this respawn.
- Assumed a level 1000 EK with stage 2 Executioner's Throw, stage 2 Groundshaker and a fully upgraded Fierce Berserk gem.
Limitations
- The damage per turn result should not be taken too literally. It tells you your expected damage per turn in an artificial scenario, and doesn't necessarily scale with your exp/h.
- Creatures defend against melee auto-attacks just like players do. Little is known about the formula for it, and it probably depends on hidden variables unique to each creature. For that reason, this block is not factored into the calculation for the effective damage for auto-attacks, so the real damage could be significantly lower if you are fighting a creature with a high defense.
- Miss chance for single target distance spells has not been included. This won't be a problem if you are using diamond arrows.
- Monk isn't properly implemented yet. It's hardcoded to assume you are using VoH with no extra bonuses (no ascetic).
Additional notes
- Alpha Strike and Omega Strike: For each creature you select, the calculator works out how many of your hits in your spell rotation, on average, land in those HP windows, based on the creature's hitpoints and your damages.
- Because this relies on your rotation to know how quickly the target's HP drops, the bonus is only applied to the spells in your rotation. You must define a rotation and add some targets. If you don't add both of these, the perks will have no effect.
- Single target auto-attacks are guaranteed to high roll when they crit or fatal. This feature is correctly taken into account by the calculator.
- If you have further questions or want to report a bug, you can reach me on Discord (thread or DM).