Post what you've discovered, guides, hints & tips
#69970 by maqmba Sat Mar 04, 2017 12:20 pm
Hello Guest here, ive created a simple astroflux weapon dmg calculator. Please, dont expect it to be super good, but it works. Its been made in java and i can upload this as a executible jar file. I can also upload a source code if you want. If you have any question or you see bugs just tell me and ill try to fix it. Oh and it does require java to work.

Here is link to download calculator :
http://www.mediafire.com/file/y4z9yeert ... ulator.jar

Here are few rules, you need to obey in order to work on it correctly:
-use dots, not commas
-every field needs to be filled with number(default is 0)
-do not ever use % sign
-to check what is your "attacks per sec" , press x in game, check how many attacks per sec your weapon has by hovering mouse over weapon's icon, or if it doesnt say anything, divide weapon's dps by damage per hit
-when you want to put attack speed et from power, type ~17 because in fact, in game it is more than 15% if on lvl 100et but less than 18
-"Rof from upgrades(only if lvl 0 wep)" - in this field you type the summary rate of fire/reload/attack speed bonuses from levels 0-6, but only if your weapon is lvl 0. If it is lvl 6, you leave "0" in it.
- From "Level 1" to "Level 6" fields, you type dmg% bonus you get from leveling up your weapon.

Here is a screen of calculator with data of lvl 0 scatter gun + some of my arts bonuses:
Attachments
AFcalc.png
AFcalc.png (14.49 KiB) Viewed 1561 times
Last edited by maqmba on Thu Mar 09, 2017 11:48 am, edited 2 times in total.
#69972 by maqmba Sat Mar 04, 2017 3:32 pm
Thanks, im going to upgrade it soon. You can also give me some tips about what you want me to improve.
#73941 by Draconis Tue Oct 03, 2017 6:23 am
maqmba wrote:Thanks, im going to upgrade it soon. You can also give me some tips about what you want me to improve.

I was just working on a spreadsheet for this when I decided to search the forums to see if anyone had already posted one. I like that this is a program, much easier to look at. I would put resistances in there. DPH and RPS are the only two stats I think it needs, 3 different DPH one for each dmg type and then 1 input for RPS, program then calculates the DPS from that. It needs to calculate 3 separate DPS measurements, compare those to the input of enemy resistance and then output multiple figures based on enemy shield or armor and rather that armor has been debuffed.

#73950 by hugojmaia Tue Oct 03, 2017 10:25 pm
At first I though this would be redundant, given that the game already gives the gun's dps when you mouse over it on the top left corner. Then I realized that this can be useful to determine if a gun will be worth upgrading to level 6 or even if it'll be worth upgrading an elite tech for it.

Here's what can be improved:
- You require every field to be filled, even if it's just supposed to be a zero. That's kind of a problem, either preload all fields with 0 or do a check with isNum() so that a field filled with anything but a number will be treated as a 0. The isNum() check has the added bonus of not letting the program explode when someone uses a comma instead of a dot.
- For continuous damage weapons such as beamer or lightning it'll be usefull to have a "Find my attacks per second" feature where the user puts in their base damage with their base dps (factor in the current art and ship bonuses provided) and it auto fills the attacks per second field.
- It'll need to have the damage types separated, as it is the calculator is not useful for getting the final damage of anything with more than one damage type.

I think that's about it, if you created that window using NetBean's interface designer then be wary of the default layout (It's a royal pita if you like to fine tune field size and location) and also the amount of extra unnecessary code it puts in that remains there even after you delete a component.
#76025 by maqmba Fri May 04, 2018 3:58 pm
Hello, i'm surprised that there are new comments under my post. Ive taken a break from af quite long ago.
Right now i dont have enough time to upgrade this, and to play at all, but if it is useful for someone, then ill try to make it better in future.

Yes Hugojmaia, my goal was to predict your weapon's DPS without spending resouces.
#76220 by Nesaak Mon Jul 23, 2018 9:02 pm
-when you want to put attack speed et from power, type ~17 because in fact, in game it is more than 15% if on lvl 100et but less than 18


what the actual fuck are you trying to say here? i can't figure out how to use the calculator because this makes no sense.
#76221 by PurpleVind Tue Jul 24, 2018 10:36 am
Nesaak wrote:
-when you want to put attack speed et from power, type ~17 because in fact, in game it is more than 15% if on lvl 100et but less than 18


what the actual fuck are you trying to say here? i can't figure out how to use the calculator because this makes no sense.

The game says it increases the attack speed by 15%, but actually increases by more like 17%. The game incorrectly calculates some values due to art or reduction/increase shifts. Example: when you take extra projectile et, it adds particles increasing dps, but usually comes with a percent reduction in damage. If that weapon has a debuff, the debuff also gets reduced per mouse over weapon on screen, but in calculations does not get reduced. The same is true when more damage et is used and the debuff is increased over its maximum.
The percentage increased/decreased is usually more or less than what is stated. He is telling you the correction for attack speed et.

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AstroFlux is a MMO space shooter with numerous weapons, upgrades and abilities. Explore the galaxy and collect space junk to gain resources for new technologies.