Weapon Base Points Calculator

Name says it all
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Styx
Adept Scribe
Posts: 46
Joined: Fri Apr 15, 2011 10:14 am

Weapon Base Points Calculator

Post by Styx »

Im aware stig made a similar program to this. his was more of a template maker, but ive always been whipping out my mscalc and quickly doing sums to find out a weapons base points. to see if its worth leveling ect. as the whole '5x38' saying doesnt cut it for me.

I value certain mods more highly than other ect just like the levelable wep does. instead people could start saying 'wts 592 base point wep' or 'wtb 600+ base points wep' ect, this program gets rid of having to do the quick sums just put in the weps info and hit go.

This poor little program is in its early stages, as my necks hurting and i want to beat stuff up on uo instead of macroing. im calling it a night for now and releasing it like this. Its not very robust, like for example entering a blank slot instead of a 0 will cause it to crash. But it does its job for now, and lets you guys quickly test the math to see if any of them dont add up correctly.

On my to-do list is

Add a 'customisable' feature, allowing you to choose how many points you award set mods. like for example some people would rather a relayer item came with luck/SRe to save money. where as i dont, if im paying 20-25mil to relayer it, ill put the extra few mil into it to make it one of the best possible. also like taking hit dispel into some folk may want to say it has 0 points since it is quite usless, or for example scale up hit marrow/harm/ball/lightning by 1 point. since hit lightning is more usefull than marrow.

Save/Load, or a localised database w/ weapon names. such as blaze of death (650) it could come with all the marti's/artis already on it, then you can see if your looted/crafted wep is any use in comparison.

Artifact tag like the crafted/looted one. except i wasnt sure of the math when writing it tonight, i have to look into it. iirc all the attributes are x2 cost?

Double checking ze maths. any posts on here with mistakes would be awesome. but i plan on double checking such things like donations/ed mods available. like i know theres a magewep removal one. which makes the magewep attribute itself quite awkward as i dont know how people feel about it. aswell as Hitdispell is useless, so idealy it should have 0 default rating. but you never know,

Tooltipz! self explanitory.

Robustify really not hard to do, its just the most mind numbing bit of programming. :P
Attachments
Styx's Weapon Calc.rar
its even gots its own installer. Trololol, couldnt work out how to make it into a .exe :/
(192.35 KiB) Downloaded 246 times
In game name : Poulton (or Voot for you vets)
Aghorra
Master Scribe
Posts: 58
Joined: Wed May 04, 2011 7:07 am
Location: Florida Panhandle

Re: Weapon Base Points Calculator

Post by Aghorra »

It's really hard to say every 5x38 is worthless. The truth was laid out before and can be seen when you're looking at 38 points in what? Is it something that is very costly in points? Is it something that's very helpful? Is it something that goes beyond normal caps?

I think all these things need to be assessed, and some are very subjective. The way this was determined before was just based on the points attributed for each point in a given weapon skill, but this led to the Horselord being a good weapon to level, when I say it's not. Why? Because much of it's points are in it's Luck. And, to me, luck can be bought, which makes it worthless on a beginning weapon. Also, 58% Dispel doesn't do much under typical conditions. So IMO, a 3x58 that includes dispel at 58% is nearly with certainty, more or less worthless. In contrast, a 3x58 with Lightning, Fireball, and Mana Leech would be a nice find.

So, I figure, there's really no way to say a 5x38er is absolutely good or guaranteed bad. My .02
Peace,
Agh
Styx
Adept Scribe
Posts: 46
Joined: Fri Apr 15, 2011 10:14 am

Re: Weapon Base Points Calculator

Post by Styx »

this be why im slamming a custom feature in the works... so each individual person can set a specific value per mod. and the program will feed you back the default points rating and your custom points rating. ive picked up a few weps where ive gone oooh. shiney shiney, and then found out it actually has very low base points :/ of which finding a weapon with less desired stats but higher base points, then using my levels effectivly to add the cheaper more desired stats (like i enjoy all 3 hit leechs on a wep, but its more efficent to add them via levels than have a weapon come with it already on)

thinks like your luck issue aswell. the reason i added that ed mod strip was so that in my end program it will check to see if any of its current stats are ed moddable, and feed back 2 different points totals, one neglecting the ed moddable stat, as i said, some people render it useless as they can add it with money anyway, effectivly lowering the base points. and the other applying the ed moddable stats to the total.

*edit - and if enough people agree, i will probably remove hit dispell from the calc full stop. as you said, it has pretty much no use here :/

Styx.
In game name : Poulton (or Voot for you vets)
Aghorra
Master Scribe
Posts: 58
Joined: Wed May 04, 2011 7:07 am
Location: Florida Panhandle

Re: Weapon Base Points Calculator

Post by Aghorra »

Very cool Styx... I look forward to seeing a final.
Peace,
Agh
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