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Stat Enhancement/Mitigated Penalties
Old 12-07-2010, 08:04 PM   #1
Huggles
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Default Stat Enhancement/Mitigated Penalties

I am enchanting most of my items with -Int enchants.

Here are some fake numbers.

Breastplate: Int: 7-14
Sleeve: 0-10
Sleeve: 0-10
Legging: 5-20
Legging: 5-20

So without stat enhance or mitigated penalties, I end up with -57 Int.

But how do I do it if I do include stat enhance and mitigated penalties?

Would it be (17 x bonus from stat enhance) - (74 x mitigated penalties reduction)

OR

Would it be (-57 x mitigated penalties reduction)?

Different way to word it:

T = (a x s) - (b x m)

OR

T = (a - b) x m?
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Old Delay/(1+haste%) = New Delay

For slow effects, use the slow % but as a negative.

Just repeat for multiple effects.

DO NOT multiply by 1+slow% to get your new delay. 1*1.4 is not the same as 1/0.6 and your answer will be wrong.
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Old 12-07-2010, 08:24 PM   #2
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stat enhancement only effects +

edit: didnt read it properly looked like u where trying to add se to negative enchantments

Last edited by yoky; 12-08-2010 at 08:41 AM..
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Old 12-07-2010, 08:25 PM   #3
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way to not answer, or not answer clearly...
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Old Delay/(1+haste%) = New Delay

For slow effects, use the slow % but as a negative.

Just repeat for multiple effects.

DO NOT multiply by 1+slow% to get your new delay. 1*1.4 is not the same as 1/0.6 and your answer will be wrong.
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Old 12-07-2010, 08:53 PM   #4
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First you add up total ##s of a stat from each piece of equipment, adding positive enchants, negative enchants, AND base stats. If that number is positive, you use SE bonus, if it's negative, you use MP.

So in your words, it would be T = (a - b) x m

a = all positive enchants/base stats
b = all negative enchants
m = SE for (a-b) being positive, or MP for (a-b) being negative.
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Old 12-07-2010, 09:13 PM   #5
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Thank you Stormy!
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Originally Posted by Glitchless View Post
If they put a nice icon on you it's beneficial if they put a mean one on the other guy it's detrimental.
Quote:
Originally Posted by Glitchless View Post
The player was banned for using an exploit repeatedly without reporting it. There's only 1 proper way to profit off an exploit: report it.
Quote:
Originally Posted by Huggles View Post
Old Delay/(1+haste%) = New Delay

For slow effects, use the slow % but as a negative.

Just repeat for multiple effects.

DO NOT multiply by 1+slow% to get your new delay. 1*1.4 is not the same as 1/0.6 and your answer will be wrong.
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Old 12-07-2010, 09:28 PM   #6
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another question, similar topic: do I round up or down if when i apply stat enhance i get a number like 100.75?
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If they put a nice icon on you it's beneficial if they put a mean one on the other guy it's detrimental.
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The player was banned for using an exploit repeatedly without reporting it. There's only 1 proper way to profit off an exploit: report it.
Quote:
Originally Posted by Huggles View Post
Old Delay/(1+haste%) = New Delay

For slow effects, use the slow % but as a negative.

Just repeat for multiple effects.

DO NOT multiply by 1+slow% to get your new delay. 1*1.4 is not the same as 1/0.6 and your answer will be wrong.
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Old 12-08-2010, 12:56 AM   #7
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That last part actually kind of works in a way that you might not expect.

Suppose you have more than one item that provides +str, and you have some bonus from Stat Enhance or Double Bond. Well.. In these cases you would have to calculate the bonus for each item and retain the fractional part for each calculation.

Then you come up with the sum of all bonuses to one stat (including the fractional parts) and round that final result.
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Old 12-08-2010, 02:08 AM   #8
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Copy/paste the following formula into your spreadsheet exactly as it's shown. Put the formula in cell E3.


=ROUND(B3+C3+($E$2*C3*0.0025),0)


You'll have to adjust the cell references as needed.
B3 = the base stat (the number in parentheses on the stat screen)
C3 = total stats from gear, including stones
E2 = points in SE


Copy the formula for the other stats. Your spreadsheet should look something like this.





I don't have MP working yet. It works most of the time but sometimes it's off by 1 point in MP and I haven't gotten around to finding the error.
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Old 12-08-2010, 03:29 AM   #9
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Similiar spreadsheet to Gurnison...the formula needed are below. This takes into account Stat Enhance, Double Bond, and Mitigated Penalties. Build column is actual build, base column are base stats you've put in(only from leveling mel/mag/def/rec), and weapon and armor are all enchants(base, +'s, -'s) on armor(bowsets AND 1H weapons go here) and 2H weapons(only for 2H/staff users).

***One quick note: at the time, I only used -pre/mre so I17/I18 are different than the rest of the column(they use MP instead of SE) These formula should all be able to be dragged and dropped, I17/I18 the only exception

For cell I8: =ROUND((ROUND(G8*(1+0.01*$B$6),0)+H8)*(1+0.0025*$B $8),0)-G8-H8

This takes 2H/staff weapon, and uses DB first, then rounds to nearest whole number.

After DB is calculated and rounded, you then add that total to ALL other equipment, and then multiply by Stat Enhance bonus, and then round it again.

The -G8-H8 is simply to give me a column that tells me only what DB/SE are adding.

For cell I17: =ROUND((G17+H17)*(1-0.005*$B$9),0)-G17-H17

This one looks a bit convoluted at first glance, so let me explain haha.

(G17+H17)*(1-0.005*$B$9) This part, is actually all you need, it just adds .5% of your negative enchants/stats back for each lvl in MP, then rounds accordingly. (This is actually equivalent to J17)

The -G17-H17 in there to simply see how much you are actually getting back, as that falls into place with my bonus column...but you can leave that out if you don't want it.

For cell J8: =G8+H8+I8

Adds up enchants on all armor(G8/H8) and then adds the bonus that SE/DB/MP give you

For cell D8: =E8+J8

Adds all enchants + stats to base stats, to give you final build.

This has always worked for me, spot on. There is a chance that the actual calculation is slightly different...but if so, it will never be off by more than 1, and that's only if there's some weird rounding going on. Hope that helps!! (and gurnison, hopefully this will get you your MP formula too :P )

Edit: I should add in here, this is assuming you don't have conflicting enchants. The only time it becomes tricky is say you have a 2Her with +pre (no -pre on the 2Her) and enough -pre on armor to make the total negative. Then you actually have to do 2H separate(either DB/SE or MP for + or -) and then do armor separate(SE or MP for + or -), round both, then add together.
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Last edited by StormGuardian; 12-08-2010 at 05:05 AM..
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Old 12-08-2010, 05:36 PM   #10
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thanks for the help (i don't use 2H), but i just need to know glitch's rules (not Microsoft's rules) on rounding. is it rounded by .4999999 is down and .5 is up or .000001 is up or .99999 is down?

Basically, standard rounding, round up, or round down?

I don't use my armor spreadsheet for calculations, because i store the stats like this:
***All stats assumed to be 100, because i am planning an endgame build***
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Originally Posted by Glitchless View Post
If they put a nice icon on you it's beneficial if they put a mean one on the other guy it's detrimental.
Quote:
Originally Posted by Glitchless View Post
The player was banned for using an exploit repeatedly without reporting it. There's only 1 proper way to profit off an exploit: report it.
Quote:
Originally Posted by Huggles View Post
Old Delay/(1+haste%) = New Delay

For slow effects, use the slow % but as a negative.

Just repeat for multiple effects.

DO NOT multiply by 1+slow% to get your new delay. 1*1.4 is not the same as 1/0.6 and your answer will be wrong.
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Old 12-09-2010, 07:38 PM   #11
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bump
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Quote:
Originally Posted by Glitchless View Post
If they put a nice icon on you it's beneficial if they put a mean one on the other guy it's detrimental.
Quote:
Originally Posted by Glitchless View Post
The player was banned for using an exploit repeatedly without reporting it. There's only 1 proper way to profit off an exploit: report it.
Quote:
Originally Posted by Huggles View Post
Old Delay/(1+haste%) = New Delay

For slow effects, use the slow % but as a negative.

Just repeat for multiple effects.

DO NOT multiply by 1+slow% to get your new delay. 1*1.4 is not the same as 1/0.6 and your answer will be wrong.
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Old 12-11-2010, 03:38 PM   #12
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bump
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Quote:
Originally Posted by Glitchless View Post
If they put a nice icon on you it's beneficial if they put a mean one on the other guy it's detrimental.
Quote:
Originally Posted by Glitchless View Post
The player was banned for using an exploit repeatedly without reporting it. There's only 1 proper way to profit off an exploit: report it.
Quote:
Originally Posted by Huggles View Post
Old Delay/(1+haste%) = New Delay

For slow effects, use the slow % but as a negative.

Just repeat for multiple effects.

DO NOT multiply by 1+slow% to get your new delay. 1*1.4 is not the same as 1/0.6 and your answer will be wrong.
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Old 12-14-2010, 04:35 AM   #13
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Standard rounding. 0.5 and up goes up. 0.4999999999999 and down goes down.
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Old 12-14-2010, 08:17 PM   #14
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ty storm ilu
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Quote:
Originally Posted by Glitchless View Post
If they put a nice icon on you it's beneficial if they put a mean one on the other guy it's detrimental.
Quote:
Originally Posted by Glitchless View Post
The player was banned for using an exploit repeatedly without reporting it. There's only 1 proper way to profit off an exploit: report it.
Quote:
Originally Posted by Huggles View Post
Old Delay/(1+haste%) = New Delay

For slow effects, use the slow % but as a negative.

Just repeat for multiple effects.

DO NOT multiply by 1+slow% to get your new delay. 1*1.4 is not the same as 1/0.6 and your answer will be wrong.
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