Author Topic: Stats and Skills calculator  (Read 38901 times)

SadBaxter

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Re: Stats and Skills calculator
« Reply #15 on: May 10, 2015, 12:04:21 pm »
I've just added epeli's character creator to the character creation page on the wiki (with their permission), jagged jim would you like to add yours? Just so people have a choice of tools to use. I'm not sure how it'd work, as I'm unsure how filehosting works on wikis, or whether it could added as its own wiki page or something.

jagged-jim

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Re: Stats and Skills calculator
« Reply #16 on: May 10, 2015, 12:42:17 pm »
As epeli's tool is already hosted (and looks pretty cool), i guess it should be used/linked. I'll look into wiki, maybe i'll attach mine somewhere.

Wildan

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Re: Stats and Skills calculator
« Reply #17 on: May 10, 2015, 01:03:35 pm »
Cheap Shots needs only 6 dex to be chosable, your calculator demands 7 (the tooltip is correct though).
Would it be able to represent all values through the url? When hosted it would allow easy build sharing with url links.

Wildan

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Re: Stats and Skills calculator
« Reply #18 on: May 10, 2015, 02:37:19 pm »
Epeli are the exact formulas known in the way how component quality affects weapon damage, armor resistances etc? I planed to make an item crafting chart in Excel (I suck at Java) in a similar way like I did for the game "Dead State".
Look here: http://www.irontowerstudio.com/forum/index.php/topic,6338.0.html Unlike in Underrail the weapon values are fixed though so it would get way more complicated.
I attached the .xlsx file here in the case it won't display for unregistered users.

Btw. I recommend that game strongly for anyone enjoying Underrail. The game developer is a small team and just like here they interact alot with the community for feedback.

SadBaxter

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Re: Stats and Skills calculator
« Reply #19 on: May 10, 2015, 02:41:55 pm »
Loading from URL is a great idea, I should have done that instead of cookies in the first place! It should be possible to implement, at least I hope so. The web redirect I use might be problematic with that. I'll have to look into it at some point.

Make sure to use some kind of compression on the string for stats or you're going to end up with 500 character long URLs

Jamolotl

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Re: Stats and Skills calculator
« Reply #20 on: May 11, 2015, 05:05:22 pm »
Very helpful, thanks guys. : )

Atchodas

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Re: Stats and Skills calculator
« Reply #21 on: July 07, 2015, 05:13:05 pm »
Very nice , is there any way to see what stats n skills n feats are added each level when you share your build ?

hilf

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Re: Stats and Skills calculator
« Reply #22 on: July 23, 2015, 07:41:56 pm »
Power Management should have INT requirement of 7.

Sykar

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Re: Stats and Skills calculator
« Reply #23 on: August 06, 2015, 01:57:00 pm »
Really useful tool, thanks for your efforts.

( Tchey )

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Re: Stats and Skills calculator
« Reply #24 on: December 19, 2015, 08:04:08 pm »
Hello,

Is this up to date with the Release version 1.0.0.1 ?

Thanks

( Tchey )

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Re: Stats and Skills calculator
« Reply #25 on: December 19, 2015, 08:42:46 pm »
Excellent ! Thanks.

Psychopomp

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Re: Stats and Skills calculator
« Reply #26 on: December 28, 2015, 03:59:08 am »
Hi epeli,

I believe there's a bug in your build tool. Try the attached build, then start increasing Agility. Every point in Agility above 4 is supposed to increase Dodge and Evasion by 8.5%, but in your tool raising Agility from 4 to 5 does nothing, and only starting from Agility=6 the bonuses start to apply. So it skips a step, so to say. This probably has something to do with simultaneously buffing two skills that also buff each other, because if you reset either Dodge or Evasion to zero, bonuses are applied properly to the remaining skill.

UPD: Yup, same thing with Biology/Chemistry and Intelligence, as well as Persuasion/Mercantile and Intelligence. So all mutually synergetic skill pairs appear to be affected.

Psychopomp

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Re: Stats and Skills calculator
« Reply #27 on: December 28, 2015, 04:27:51 am »
epeli, please disregard my previous post. Apparently attribute buffs are applied to the BASE value of a skill - not the EFFECTIVE one (just checked this in-game), so the calculations in your build tool are correct. Sorry for the confusion.