Relayer Planning with Paroxysmus
Posted: Wed Aug 18, 2021 10:10 am
There was some talk in chat about planning relayers. I thought I might share mine to help anyone working on that, or perhaps enhance anyone who already has done planning. There are some cool features that I've added, because I thought they'd be nice to have. I won't promise that it is fool proof, normally I'd lock cells that shouldn't be edited, but that restricts things if you want to improve it for yourself. In that case I'll just leave it unlocked. There are some general cell notes so you know what should go in most of the cells.
Shout out to Syrenka for testing my various iterations.
Explanation:
Syrenka had the idea that you never just have one suite and done. Since that is the case, wouldn't it be better to have stages? An easily copied tab or set of tabs which leads to the next one? Using this as the basis, I made it so that you have your previous armor first, then your current (smart, don't touch), and then your next set.
Features:
Left side and top are locked, so use that to help see what field your editing. I ussually do item by item and list all the base attributes for normal items and then copy paste into the bottom (for next piece). For relayers you don't always know what the base was, so you can either estimate it or do the same as you did before (since your not planning it anymore it doesn't really matter). You can see the "Previous Suit", "Current Suit", and "Next Suit" Those are the template. The Suite 1.0, 1.5, 2.0, 2.5, and 3.0 are my personal. You can use them for reference if you like.
Red text is calling attention to a place that you need to fill out (outside of the expected areas).
Previous Suit sections:
Name's Paro in game, feel free to pm me if you are having issues. I may or may not be busy. Also feel free to edit it to your hearts content, I may not know what's going on if you deviate too much though. Always open for suggestions for additions as well.
Shout out to Syrenka for testing my various iterations.
Explanation:
Syrenka had the idea that you never just have one suite and done. Since that is the case, wouldn't it be better to have stages? An easily copied tab or set of tabs which leads to the next one? Using this as the basis, I made it so that you have your previous armor first, then your current (smart, don't touch), and then your next set.
Features:
- Live progress (drop down for equip question)
- Base, expected section (for each item)
- Base damage calculator
- Simple weapon categorizer (beg/mid/vet)
- weapon type categorizer (melee, mob, bow)
- Weapon hit tier list (personal opinion)
- Skills input (for base damage calculation)
- total, cap, and overcap section
- Easy equip order (if you know how to sort based on number)
- Armor type categorizer (item, resist relayer, and relayer)
- Player stats input (instant accurate current stat readings no more trying to guess)
- Abbreviation expansion (e.g. LMC - Lower Mana Cost)
- +10 level deed option (none (0), crafted (297-327), and looted (495-545))
- Item name for easy track down
- Tab spread for easy viewing (no need to scroll all over to find sections)
Left side and top are locked, so use that to help see what field your editing. I ussually do item by item and list all the base attributes for normal items and then copy paste into the bottom (for next piece). For relayers you don't always know what the base was, so you can either estimate it or do the same as you did before (since your not planning it anymore it doesn't really matter). You can see the "Previous Suit", "Current Suit", and "Next Suit" Those are the template. The Suite 1.0, 1.5, 2.0, 2.5, and 3.0 are my personal. You can use them for reference if you like.
Red text is calling attention to a place that you need to fill out (outside of the expected areas).
Previous Suit sections:
- Base (number)
- Character stats (Str, Dex, Int; number)
- Base (number)
- Relayer (number)
- Character stats (Str, Dex, Int; number)
- Equipped (drop down)
- Total points (drop down)
- Base Weapon (number)
- Weapon (number)
- One handed (drop down)
- Finished (drop down)
- Axe (drop down)
- Exceptionally crafted (drop down)
- Min damage (listed on wep; number)
- Max damage (listed on wep; number)
- Skills (Tactics, Anatomy, and Lumberjacking; number)
- Want auto (use listed weapon damage, usefull for if you want to compare different options like exceptional, axe, or one handed with custom weapon type; drop down)
- Low, high (if you don't want auto; number)
Name's Paro in game, feel free to pm me if you are having issues. I may or may not be busy. Also feel free to edit it to your hearts content, I may not know what's going on if you deviate too much though. Always open for suggestions for additions as well.