Cost of killing a mob with different weapons (inc. skill based, overkill, regen, amp, enhancers etc.)

Is there a way to test it that is as accurate as the fruit decay test is? If so, I'd be happy to perform it.

Sadly, I don't know any accurate way of doing it. I tried asking around a while back but didn't get much result. Haven't looked into it more than that. The last post in that thread suggests a way of doing it, but it is not super accurate, but maybe it's the best way.
 
Sadly, I don't know any accurate way of doing it. I tried asking around a while back but didn't get much result. Haven't looked into it more than that. The last post in that thread suggests a way of doing it, but it is not super accurate, but maybe it's the best way.

with fraps you can record some footage with the berycleds healthbar. with a videoeditor it's possible to see exactly (upto 1/100th of a second) when the berycled gains a bit of health back.. the seconds it takes between two regens would be the exact regen.
 
with fraps you can record some footage with the berycleds healthbar. with a videoeditor it's possible to see exactly (upto 1/100th of a second) when the berycled gains a bit of health back.. the seconds it takes between two regens would be the exact regen.

Is each tick always a given % of health, or a given amount of health (based possibly on level or mob type?)
 
with fraps you can record some footage with the berycleds healthbar. with a videoeditor it's possible to see exactly (upto 1/100th of a second) when the berycled gains a bit of health back.. the seconds it takes between two regens would be the exact regen.

But that's just the delay before each regen tick, right? Isn't that the same for all mobs, just that the amount regened each time is different.
 
But that's just the delay before each regen tick, right? Isn't that the same for all mobs, just that the amount regened each time is different.

good question.. I don't know. I do know there are high regen mobs and low regen mobs. Mindark changed mobs along the way (without telling us upfront in the beginning). So there are different regen interval times for different mobs (compare atrox to atrax for example)
 
very nice tool, congratz for the work !!
 
Minor glitch: entropedia links for weapon names containing apostrophe are truncated, e.g. the link for Philosopher's Sword leads to Philosopher (and page not found) instead. :)
 
damn I never knew about this till now... Will go straight in my bookmarks when I get home
 
Minor glitch: entropedia links for weapon names containing apostrophe are truncated, e.g. the link for Philosopher's Sword leads to Philosopher (and page not found) instead. :)

Thanks for reporting! Fixed now.

Also imported new creates:

Code:
    [0] => Boorum Male Outcast
    [1] => Boorum Male Bandit
    [2] => Estophyl Mature
    [3] => Jori Provider
    [4] => Jori Mature
    [5] => Jori Old
    [6] => Jori Young
    [7] => Ostelok Mature
    [8] => Ostelok Old
    [9] => Ostelok Provider
    [10] => Trooper Gen. 02
    [11] => Trooper Gen. 01

...new amplifiers:

Code:
    [0] => Bull TacElite (L) (50 dmg)
    [1] => CDF BLP Power Amp 1 (L) (18 dmg)
    [2] => CDF BLP Power Amp 4 (L) (62 dmg)
    [3] => CDF Laser Power Amp 1 (L) (18 dmg)
    [4] => CDF Laser Power Amp 4 (L) (78 dmg)
    [5] => Enkidd Brown Recluse (L) (20 dmg)
    [6] => Enkidd Camel Spider (L) (10 dmg)
    [7] => Fi/Ra/Co Cause Modified (29 dmg)
    [8] => Rage 15 (L) (16 dmg)
    [9] => Rage 35 (L) (34 dmg)
    [10] => Rage 40 (L) (38 dmg)
    [11] => Rage 50 (L) (49 dmg)
    [12] => Xent Tech Light Amplification Crenshaw (L) (20 dmg)

...and new weapons:

Code:
    [0] => Arsonistic Chip IV (L)
    [1] => Bicak Rex (L)
    [2] => Binary Mayhem P1 (L)
    [3] => Binary Mayhem P2 (L)
    [4] => Binary Mayhem P3 (L)
    [5] => Binary Mayhem P4 (L)
    [6] => Binary Mayhem P5 (L)
    [7] => Binary Mayhem P6 (L)
    [8] => Binary Mayhem P7 (L)
    [9] => Binary Mayhem R1 (L)
    [10] => Binary Mayhem R2 (L)
    [11] => Binary Mayhem R3 (L)
    [12] => Binary Mayhem R4 (L)
    [13] => Binary Mayhem R5 (L)
    [14] => Binary Mayhem R6 (L)
    [15] => Binary Mayhem R7 (L)
    [16] => Breer M3a
    [17] => Brutal Road Crew Axe (L) Custom
    [18] => Castorian Bryce-Series Predator (L)
    [19] => Castorian Combat Mace MK. VI
    [20] => Castorian Pioneer EnBlade-6 E.L.M Edition (L)
    [21] => Cochran LP3 (L)
    [22] => Cochran LR9 (L)
    [23] => Cochran LR10 (L) Adapted
    [24] => Cochran P1 (L)
    [25] => Combustive Attack Nanochip IV
    [26] => Combustive Attack Nanochip VIII
    [27] => Combustive Attack Nanochip V TEN Edition
    [28] => Corrosive Attack Nanochip II
    [29] => Corrosive Attack Nanochip VI
    [30] => Corrosive Attack Nanochip V TEN Edition
    [31] => Cryogenic Attack Nanochip VII
    [32] => Cryogenic Attack Nanochip VIII
    [33] => Cryogenic Attack Nanochip V TEN Edition
    [34] => DOA Smacktalker (L)
    [35] => Electric Attack Nanochip V TEN Edition
    [36] => Electric Attack Nanochip XI
    [37] => Enkidd Dire S.4 (L)
    [38] => Enkidd Dire S.5 (L)
    [39] => Enkidd Dire S.7 (L)
    [40] => Enkidd Dire S.8 (L)
    [41] => Enkidd Dire S.13 (L)
    [42] => Enkidd Fang S.8 (L)
    [43] => Enkidd Howler S.3 (L)
    [44] => Enkidd Series A-45 (L)
    [45] => Eron SoulReamer
    [46] => Eron SoulScreamer
    [47] => Eron SoulSplitter
    [48] => EWE LC-350 Dissolver (L)
    [49] => Fireforge FF53E (L)
    [50] => Genesis Blizzard (L)
    [51] => GeoTrek LP47 Twister (L)
    [52] => Gravis GBP-32
    [53] => Gravis GBP-34
    [54] => Gravis GBP-35
    [55] => Gravis GBP-35 Mk.II
    [56] => Gravis GBR-23
    [57] => Gravis GBR-30
    [58] => Gravis GBR-34
    [59] => Gravis GBR-34 Mk.II
    [60] => Gravis GLP-36
    [61] => Gravis GLR-26
    [62] => Gravis GLR-29
    [63] => Gravis GLR-33
    [64] => Grindouse Sleaze (L)
    [65] => Herman ASI-40 Smuggler
    [66] => Herman XBR-1 Chulan Edition
    [67] => Herman XBR-2 Chulan Edition
    [68] => Herman XLR Chulan Edition
    [69] => Herman XP-1 Scanthi Edition
    [70] => Holly ECO P18 (L)
    [71] => Holly ECO R22 (L)
    [72] => Holly ECO R26 (L)
    [73] => Imperium Issue HK 1100 (L)
    [74] => Imperium Issue HK 2500 (L)
    [75] => Imperium Pilot Scorpion Rank 24 (L)
    [76] => Imperium Trainee Combat Knife (L)
    [77] => Karma Killer (L)
    [78] => Katsuichi Brilliance Retro (L)
    [79] => Kilic Rex
    [80] => Killed by Death Axe (L) Brutal
    [81] => Kinetic Attack Nanochip I
    [82] => Kinetic Attack Nanochip III
    [83] => Kinetic Attack Nanochip IV
    [84] => Kinetic Attack Nanochip V
    [85] => Kinetic Attack Nanochip V TEN Edition
    [86] => King Kong Golden Tommy Gun
    [87] => King Kong Snubnose
    [88] => Lacerating Attack Nanochip VII
    [89] => Lacerating Attack Nanochip V TEN Edition
    [90] => Lacerating Attack Nanochip XI
    [91] => MacMahon Instant Karma (L)
    [92] => Marcato-9 Steampunk Automatic Pistol (L)
    [93] => Modec VXT 100 (L)
    [94] => Modec VXT 300 (L)
    [95] => Modec VXT 700 (L)
    [96] => Modec VXT 900 (L)
    [97] => Omegaton Igni L2000 (L)
    [98] => Orgasmatron Axe (L) Brutal
    [99] => Ozpyn HK S1X1
    [100] => Ozpyn Ying S1X2 (L)
    [101] => Photonic Mayhem P3 (L)
    [102] => Photonic Mayhem P4 (L)
    [103] => Photonic Mayhem P5 (L)
    [104] => Photonic Mayhem P6 (L)
    [105] => Photonic Mayhem R1 (L)
    [106] => Photonic Mayhem R2 (L)
    [107] => Photonic Mayhem R3 (L)
    [108] => Photonic Mayhem R6 (L)
    [109] => Photonic Mayhem R7 (L)
    [110] => Piron PBP-2 (L)
    [111] => Piron PBP-17 (L)
    [112] => Piron PBP-22 (L)
    [113] => Piron PBP-27 (L)
    [114] => Piron PBP-32 (L)
    [115] => Piron PBP-37 (L)
    [116] => Piron PBR-12 (L)
    [117] => Piron PBR-17 (L)
    [118] => Piron PBR-22 (L)
    [119] => Piron PBR-25
    [120] => Piron PBR-27 (L)
    [121] => Piron PBR-32 (L)
    [122] => Piron PBR-37 (L)
    [123] => Piron PLP-2 (L)
    [124] => Piron PLP-7 (L)
    [125] => Piron PLP-12 (L)
    [126] => Piron PLP-17 (L)
    [127] => Piron PLP-20
    [128] => Piron PLP-22 (L)
    [129] => Piron PLP-27 (L)
    [130] => Piron PLP-32 (L)
    [131] => Piron PLP-37 (L)
    [132] => Piron PLR-2 (L)
    [133] => Piron PLR-7 (L)
    [134] => Piron PLR-12 (L)
    [135] => Piron PLR-17 (L)
    [136] => Piron PLR-22 (L)
    [137] => Piron PLR-27 (L)
    [138] => Piron PLR-32 (L)
    [139] => Piron PLR-37 (L)
    [140] => Rock n Roll Axe (L) Brutal
    [141] => Skildek Vaporizer (L)
    [142] => Tanto I (L)
    [143] => True Faith (L)
    [144] => Ursule's Doom (L)
    [145] => Vincent DPS LR37 TEN EDITION
 
Here's a thought: unless I'm missing something really obvious, a team with x identical weapons essentially functions as the same weapon with x times the fire rate. Hence, adding an option for 'team of x' seems relatively straightforward.

Then we'd at last know what it costs to kill an ambu young with 12 Opalos :) (negligible overkill but massive regen)
 
Just checked this out for the first time and it's a cool tool with a lot of options. A couple comments/requests:
  • When setting the enhancer break rate, now that it differs between (L) and UL (as of last VU) it would be good to specify that the input value is for UL (or (L)) and apply it accordingly to each weapon. My experience with over 500 Accuracy I enhancers suggests your default of 1000 is good (i have had overall break rate of 980 uses/each on imk2) so you can double it to 2000 now for UL.
  • A box for setting a berserker-type reload buff would be nice. It's a straightforward addition. A more complicated addition would be to allow for a DoT secondary weapon, but that may be better left to single-purpose tools like pimp my pewpew
  • Your data all comes from entropedia but nowhere on the app does it mention that or encourage people to update the wiki if there are missing or incorrect values. It would be appropriate to include that.
  • The dps and dpp equations used in entropedia weapon charts seem to have a subtle error, but i believe i described the correction in the talk page. I'm not sure what formula you use but i thought it worth mentioning. It seems you already implemented the new HA mapping that's still an issue on the wiki, so that's great.
 
Here's a thought: unless I'm missing something really obvious, a team with x identical weapons essentially functions as the same weapon with x times the fire rate. Hence, adding an option for 'team of x' seems relatively straightforward.

Then we'd at last know what it costs to kill an ambu young with 12 Opalos :) (negligible overkill but massive regen)

Interesting thought, I've added it now. :)

The only thing it does is multiply the number of attacks of the weapons with the "team size" number. So the cost will be the cost for the whole team combined.

Quite economic for twelve guys to kill ambu youngs with opalos. :)
 
Very nice tool, thanks for making it available.

The dmg that is being used is the avg based on the max and min of the weapon, though most of the time the weapons are not maxed, meaning the the player max and min dmg of certain weapons are not the same as those used in the calculation.
The only way to minimize this is to allow the input of the respective profession lvl and someway compute the min and max dmg based on the lvl.
 
The dmg that is being used is the avg based on the max and min of the weapon, though most of the time the weapons are not maxed, meaning the the player max and min dmg of certain weapons are not the same as those used in the calculation.
The only way to minimize this is to allow the input of the respective profession lvl and someway compute the min and max dmg based on the lvl.

Look again:
ea.jpg
 
When setting the enhancer break rate, now that it differs between (L) and UL (as of last VU) it would be good to specify that the input value is for UL (or (L)) and apply it accordingly to each weapon. My experience with over 500 Accuracy I enhancers suggests your default of 1000 is good (i have had overall break rate of 980 uses/each on imk2) so you can double it to 2000 now for UL.

Didn't know about that. I'll have to look into it!

A box for setting a berserker-type reload buff would be nice. It's a straightforward addition. A more complicated addition would be to allow for a DoT secondary weapon, but that may be better left to single-purpose tools like pimp my pewpew

Secondary DoT sounds a bit overkill at the moment, but different buffs absolutely! Are they up on Entropedia? I can't seem to find them.

Your data all comes from entropedia but nowhere on the app does it mention that or encourage people to update the wiki if there are missing or incorrect values. It would be appropriate to include that.

Yes, you're right. It's only mentioned in the first post of this thread. I'll be sure to include a disclaimer on the site as well to encourage people to help out.

The dps and dpp equations used in entropedia weapon charts seem to have a subtle error, but i believe i described the correction in the talk page. I'm not sure what formula you use but i thought it worth mentioning. It seems you already implemented the new HA mapping that's still an issue on the wiki, so that's great.

I reported it a while ago in the Entropedia subforum but didn't get any response to it. Not sure if Entropedia has been updated now with it, but I included a fix for it on this site when the VU came out.

All in all, thanks for the input!
 
Where do I see the result?
I entered all the info and click search but nothing happens.

Edit: got it, cant add weapon id
 
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Didn't know about that. I'll have to look into it!
http://account.entropiauniverse.com/news/pages/2014/05/14/1483/index.xml under "Changes/Additions"
Secondary DoT sounds a bit overkill at the moment, but different buffs absolutely! Are they up on Entropedia? I can't seem to find them.
Look at the list at the very bottom. It links to the items on entropedia. You could also just have a textbox to enter the percent buff, making it more future proof. There are actually buff items not on my list there but they also have 5% buff. https://docs.google.com/spreadsheet...RTVTZEhxazloRXA4ZDdSN010VkE&usp=sharing#gid=0
Yes, you're right. It's only mentioned in the first post of this thread. I'll be sure to include a disclaimer on the site as well to encourage people to help out.
Cool, thanks.
I reported it a while ago in the Entropedia subforum but didn't get any response to it. Not sure if Entropedia has been updated now with it, but I included a fix for it on this site when the VU came out.
The problem is the admin for entropedia is busy irl and things that can't be updated via the wiki are broken. If you look at my comments at the bottom of that talk page you can see i reported the same thing. There's still some doubt about the exact formula for damage but the one that works best for my data differs from the current one there in that it scales the crit ratio by the hit ratio, and uses no constant for crit ratio:

EffectiveDamage = (0.8 + HitModifier * 0.1) ( AverageDamage + MaxDamage(CriticalHitModifier*0.02) )

Again, that's all described in my posts at the bottom of that page. I believe Artrat's final comment is correct and HA now goes from 4 to 10, but it sounds like you already have the right numbers for that.
 
Look at the list at the very bottom. It links to the items on entropedia. You could also just have a textbox to enter the percent buff, making it more future proof. There are actually buff items not on my list there but they also have 5% buff. https://docs.google.com/spreadsheet...RTVTZEhxazloRXA4ZDdSN010VkE&usp=sharing#gid=0

I've added some textboxes to be able to set different buffs. I added one for reload speed, but added three more, 'damage', 'skill requirement' and 'ammo burn' for testing stuff.

Percentage values are valid between -99% and +99% (inclusive).

weapon-buffs.png
 
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The weapon buff box is now hidden by default and only toggled by pressing the "apply weapon buff" checkbox. I've also added critical hit rate bonus and critical hit damage bonus to this buff box. Keep in mind that decay is not taken into consideration when using these buffs.

weapon-buff-box.png


I've also added a Scope and Sight selection to the main weapon filter box. The only scopes and sights included are the ones from the last merry mayhem:

  • Omegaton Ranger Scope MK I: Increased Critical Hit Chance: 1%
  • Omegaton Ranger Scope MK II: Increased Critical Hit Chance: 2%
  • Omegaton Laser Sight MK I: Increased Critical Damage: 10%
  • Omegaton Laser Sight MK II: Increased Critical Damage: 20%

Thanks to Stryker for suggesting it and contributing valuable test data!

scope-and-sight.png


The formula used for calculating the effective damage is now shown in the cost details as well:

formulaes.png
 
Thank you very much for this awesome tool!
I would love to see some more mobs added.
 
Thank you very much for this awesome tool!
I would love to see some more mobs added.

Thanks!

Mobs needs to have a known regen rate on Entropedia for me to add them, and not that many are known, which is why there's not a lot of them here.
 
Hmm unfortunately no Melee Amps in yet. It would be neat to see them added.

Cheers
 
Forgotten to mention that the code is available on Github since a few months ago:

https://github.com/sovaa/entropia-calc

If you want to contribute, please send pull-requests to the repository. Unfortunately it's a big PHP mess without any frameworks. Any improvements are welcome, especially unittests and clean code refactorings.

The code is released as is, with no warranty blabla. I'm continuing development, but there's not much happening at the moment, so any help from the community is greatly appreciated.
 
Does the find creatures work? I see no mobs listed anywhere.
 
It does. Click on cost, scroll below cost details.

Don't see a single mob listed anywhere or I'm doing something wrong. Also could you ad another parameter? I want to be able to type in how many shots on average i want on the mob.

Nevermind, found how to do it :) But still want the new parameter ;D
 
Don't see a single mob listed anywhere or I'm doing something wrong. Also could you ad another parameter? I want to be able to type in how many shots on average i want on the mob.

Nevermind, found how to do it :) But still want the new parameter ;D

I see the problem now. You actually have to select a creature in the top-left corner before the "find creatures" will do anything (the "cost" link only shows up if you've selected a creature). Should probably change that...
 
I see the problem now. You actually have to select a creature in the top-left corner before the "find creatures" will do anything (the "cost" link only shows up if you've selected a creature). Should probably change that...

hehe yep that was the problem :D
 
this is a great tool, Thanks for making it, However i feel that the numbers dosent work on L weapons since markup on L items on Entropedi isent correct so all calculations on L weapons are false?
 
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