Module:Weapon Calculation: Difference between revisions
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end | end | ||
function p. | -- this calculation is done in the game engine, | ||
-- highlighting that the delays used in the DATs | |||
-- are not precisely accurate within the game engine calcs | |||
function getTrueDelay ( delay ) | |||
return math.floor( math.floor(delay * 1000 / 60) * 60 / 1000) | |||
end | |||
function p.dps (frame) | |||
local damage = tonumber(frame.args.dmg) | local damage = tonumber(frame.args.dmg) | ||
local delay = tonumber(frame.args.delay) | local delay = tonumber(frame.args.delay) | ||
delay = getTrueDelay ( delay ) | |||
local weapontype = frame.args.type or nil | local weapontype = frame.args.type or nil | ||
local changes = frame.args.changes or nil | local changes = frame.args.changes or nil | ||
| Line 18: | Line 27: | ||
dps = round( ( damage * 60 ) / delay, 2 ) | dps = round( ( damage * 60 ) / delay, 2 ) | ||
else | else | ||
dps = round( (( damage * 60 ) / ( 480 + delay) * 2 ), 2 | dps = round( (( damage * 60 ) / ( 480 + delay) * 2 ), 2 ) | ||
dps = "+" .. dps | dps = "+" .. dps | ||
end | end | ||
| Line 28: | Line 37: | ||
-- local damage = tonumber(frame.args.dmg) | -- local damage = tonumber(frame.args.dmg) | ||
local delay = tonumber(frame.args.delay) | local delay = tonumber(frame.args.delay) | ||
delay = getTrueDelay ( delay ) | |||
local weapontype = frame.args.type or nil | local weapontype = frame.args.type or nil | ||
local changes = frame.args.changes or nil | local changes = frame.args.changes or nil | ||
| Line 34: | Line 45: | ||
if not ( weapontype == "hand-to-hand" ) then | if not ( weapontype == "hand-to-hand" ) then | ||
if ( delay > 530) then tpph = | if ( delay > 530) then tpph = (14.5 + ((( delay - 530) * 3.5) / 470) ) * 10 | ||
elseif ( delay >= 480 ) then tpph = | elseif ( delay >= 480 ) then tpph = (13.0 + ((( delay - 480) * 1.5) / 50) ) * 10 | ||
elseif ( delay >= 450 ) then tpph = | elseif ( delay >= 450 ) then tpph = (11.5 + ((( delay - 450) * 1.5) / 30) ) * 10 | ||
elseif ( delay >= 180 ) then tpph = | elseif ( delay >= 180 ) then tpph = (5.0 + ((( delay - 180) * 6.5) / 270) ) * 10 | ||
else tpph = | else tpph = (5.0 + ((( delay - 180) * 1.5) / 180) ) * 10 | ||
end | end | ||
tpph = math.floor(tpph) | |||
else | else | ||
if | delay = delay + 480 | ||
tpph = | if ( delay >= 530 ) then | ||
tpph = (14.5 + ((( delay - 50) * 3.5) / 470) - 14.18) * 10 | |||
else | else | ||
if | if ( delay > 480 ) then | ||
tpph = | tpph = (13.0 + ((delay * 1.5) / 50) - 13.05) * 10 | ||
else | else | ||
tpph = 0 | tpph = 0 | ||
end | end | ||
end | end | ||
tpph = math.floor(tpph) | |||
tpph = "+" .. tpph | tpph = "+" .. tpph | ||
Latest revision as of 18:05, 4 July 2025
Documentation for this module may be created at Module:Weapon Calculation/doc
local p = {}
-- http://lua-users.org/wiki/SimpleRound
function round(num, numDecimalPlaces)
local mult = 10^(numDecimalPlaces or 0)
return math.floor(num * mult + 0.5) / mult
end
-- this calculation is done in the game engine,
-- highlighting that the delays used in the DATs
-- are not precisely accurate within the game engine calcs
function getTrueDelay ( delay )
return math.floor( math.floor(delay * 1000 / 60) * 60 / 1000)
end
function p.dps (frame)
local damage = tonumber(frame.args.dmg)
local delay = tonumber(frame.args.delay)
delay = getTrueDelay ( delay )
local weapontype = frame.args.type or nil
local changes = frame.args.changes or nil
local dps;
if not ( weapontype == "hand-to-hand" ) then
dps = round( ( damage * 60 ) / delay, 2 )
else
dps = round( (( damage * 60 ) / ( 480 + delay) * 2 ), 2 )
dps = "+" .. dps
end
return dps
end
function p.tphit (frame)
-- local damage = tonumber(frame.args.dmg)
local delay = tonumber(frame.args.delay)
delay = getTrueDelay ( delay )
local weapontype = frame.args.type or nil
local changes = frame.args.changes or nil
local tpph;
if not ( weapontype == "hand-to-hand" ) then
if ( delay > 530) then tpph = (14.5 + ((( delay - 530) * 3.5) / 470) ) * 10
elseif ( delay >= 480 ) then tpph = (13.0 + ((( delay - 480) * 1.5) / 50) ) * 10
elseif ( delay >= 450 ) then tpph = (11.5 + ((( delay - 450) * 1.5) / 30) ) * 10
elseif ( delay >= 180 ) then tpph = (5.0 + ((( delay - 180) * 6.5) / 270) ) * 10
else tpph = (5.0 + ((( delay - 180) * 1.5) / 180) ) * 10
end
tpph = math.floor(tpph)
else
delay = delay + 480
if ( delay >= 530 ) then
tpph = (14.5 + ((( delay - 50) * 3.5) / 470) - 14.18) * 10
else
if ( delay > 480 ) then
tpph = (13.0 + ((delay * 1.5) / 50) - 13.05) * 10
else
tpph = 0
end
end
tpph = math.floor(tpph)
tpph = "+" .. tpph
end
return tpph
end
return p
