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YOUR CREATIONS & GUIDES


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#16 [en] 

Bitttymacod
Hmmm... looks as if the bmsite.net api for the pictures is broken. :(

should be fixed now,
thanks

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Hello!

#17 [en] 

Thank you. Very nice to have my little boast box back.

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Remembering Tyneetryk
Phaedreas Tears - 13 years old and first(*) of true neutral guilds in Atys.
(*) This statement is contested, but we are certainly the longest lasting.
<clowns | me & you | jokers>

#18 [en] 

Bunny Fame Tool Challenge:

Provide three (3) Wandering NPC names that are missing from the Fame Tool and win:

One (1) set of +2 Dodge LA (Fyros) w/ +125 HP Boost
One (1) set of "jools" w/ 125 HP Boost

or

One (1) set of +2 Dodge LA (Tryker) w/ +125 Focus Boost
One (1) set of "jools" w/ 125 Focus Boost

** NOTE: Some tribes have multiple Scouts, especially in PR.

http://app.ryzom.com/app_forum/index.php?page=post/view/177916

Patrollers:

Ancient Dryads
Antikamis
Barkers
Beachcombers
Black Circle
Cockroaches
Company of the Eternal Tree
Darkening Sap
Dune Riders
Ecowarriors
Firebrands
First Deserters
Frahar Hunters
Fraiders
Goo Heads
Green Seed
Kitin Gatherers
Lagoon Brothers
Lawless
Leviers
Master of the Goo
Night Turners
Oasis Diggers
Pyromancers
Recoverers
Renegades
Root Tappers
Sacred Sap
Scorchers
Shadow Runners
Siblings of the Weeds
Slavers
The Kuilde
The Slash and Burn
Tutors
Watchers (aka Restorers)
Water Breakers
Woven Bridles


Scouts:

Company of the Eternal Tree
Company of the Eternal Tree
Corsairs
Cuzans
Darkening Sap
Firebrands
First Deserters
Frahar Hunters
Gibads
Goo Heads
Hamazans of the Dead Seed
Icon Worshippers
Kitin Gatherers
Leviers
Matisian Border Guards
Night Turners
Pyromancers
Root Tappers
Sap Slaves
Silt Sculptors
Smugglers
The Arid Matis
The Kuilde
Tutors
Watchers (aka Restorers)
Water Breakers

Journeyman:

Antikamis
Barkers
Chlorogoos
Cockroaches
Company of the Eternal Tree
Company of the Eternal Tree
Corsairs
Cuzans
Dune Riders
Firebrands
Frahar Hunters
Fraiders
Goo Heads
Hamazans of the Dead Seed
Keepers
Kitin Gatherers
Matisian Border Guards
Night Turners
Pyromancers
Recoverers
Root Tappers
Sap Gleaners
Silt Sculptors
Smugglers
The Arid Matis
The Slash and Burn
Water Breakers

Edited 3 times | Last edited by Fyrosfreddy (1 year ago)

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#19 [en] 

An error in the Exe Resource Tool has been corrected.  Knot of Dementia in Jungle was listed as 150 area, bit in reality is a 200 area ... ya think I would know that as our OP is in the region and its only been like 10 years.

The error was discovered by Lialotta and at first, I was thinkin, "how could it be in error for all these years and nobody noticed ?" ... plus given the name of the toom who reported it ... "Lie-a-lotta" ..   shouldn't I hav ebeen suspicious  ? :).

Nevertheless it has now been corrected thanks to Lialotta's sharp eyes and Karu's magic. Lialotta gets a horde of OP Tools and whatever she asks for in the next month. <reasonable limits apply>

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#20 [en] 

Nice work on adding the Crafting Ranges, Freddy! It's really handy for all the crafters out there.

There are only two small (and related) changes I'd like to see in future versions.
While the base values are nice, it would also be convenient to not have to double numbers in one's head, so I propose the following;

1) List doubled figures for either Damage or Speed parenthetically to reflect the use of Increased Damage or Hit Rate stanzas.

2) Modify the Dmg/Min field to accomodate the changes listed above. Or maybe list both the base and doubled values.

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#21 [en] 

It's basically the same Spreadsheet tool from 2 years ago (dunno if ya used) , only expanded to include Jools, Amps and Ranged.  It took 12 years to get this far :) .... wonder if I'll live long enough to finish.  Unfortunately, when the base damages were chnaged over the years, at least pre-merge, the data was in patch notes.  Since you doing in head, do you have "the numbers" ?

1.  Theoretically these could be added ... just let me see if I understand

(13) Increased Damage stanzas
(13) Increased Hit Rate  stanzas
(11) Bleed Stanzas

I never investigated what the numbers were or what part of the equation they might apply to.  I never did figure out how the game does dodge / parry, but knowing the breakpoints and limits I made up my own work around formula based upon a trick I remembered from a structural design program that I wrote in 1973 (Fortran - punchcards) rounded beam depth to the nearest 1/2 inch (mainframe only could round up to nearest whole integer).

Most of the formulae involve establishing the min and max values first based upon skill levels, and then applying boost and precraft % to the differences between them where its essentially Value = a + (b - a) x % x boost).  How hard this would be will depend on whether the numbers from 1 - 3 are a logical progression and what parts of the formula they apply to.

2.  I think think that part will be done automatically.

My thinking inteface tho would be that there would be a checkbox for what we were adding (Inc Danmage for Melee / Hit Rate on Ranged) and a input box where ya put the level.

This something I can take a shot at immediately for the SS version if ya like.  As for the IG version, I think I have abused the generosity of our WebIG programmer and host for the time being.  If you'd like to help with the numbers since it sounds like you have got a good head start already. I'll start right away fiddling with the SS.  Will see if I can find where thes efactors are aplied in the game code but my skillz are weak here.

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#22 [en] 

1) I hadn't considered the Bleed stanzas since many who use it wind up reducing the levels of Increased Damage and/or using a lower-than-maximum level of Bleed. Rather than account for that added variable, I felt is best to disregard it for a crafting calculator and keep it a simple "damage times speed". However, given the near-universal use of maximum levels of Increased Damage (or Hit Rate), I felt that doubling the DPM figures listed would be more representative of the most common use cases.

2) Most likely, but I've overlooked enough simple/obvious things that, whenever I see something that I know I myself might screw up (or have screwed up in the past), I just have to bring it up.  I do like your idea on the interface.

Last edited by Gidget (6 months ago)

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#23 [en] 

I did add the Inc Hit Rate Stanza to the tool ... but not the IG version. You can use the SS version if ya want this info. The Inc Damage Stanza tho is non- linear:

0 = 100%
1 = 104%
2 = 108%
3 = 112%
4 = 118%
5 = 128%
6 = 136%
7 = 146%
8 = 156%
9 = 166%
10 = 176%
11 = 186%
12 = 196%
13 = 200%

So in the spreadsheet, if ya typically use ID 12, then pop 1.96 into cell C6 and ya will get that answer.

Edited 2 times | Last edited by Fyrosfreddy (3 weeks ago)

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#24 [en] 

Upcoming BT Efforts:

1. Exe Resources Info Tool - Have been many requests for this tool to a) be expanded to include PR regions and b) to add Sup Weather Availability as well. After discussions in Guild as well as with other long time players, it was deemed that b) was not in the best interests of the game. As for a) if we can muster up enough help, gonna undertake the job. After doing Nexus solo, still feeling a bit burnt, so gathering a few contributors would help get this off ground.

Progress Report as of 2018-08-13

Underspring:


Spring = 0.00 %
Summer = 28.72 %
]Autumn = 25.00 %
Winter = 23.40 %
Overall = 19.28 %



0.00% Amber
32.81% Seed
34.38% Fiber
5.00% Bark
35.00% Sap
10.94% Resin
40.63% Oil
43.75% Shell
5.00% Wood
11.25% Wood Node


2. Craft Ranges Tool - With reference to this thread:

https://app.ryzom.com/app_forum/index.php?page=topic/view/25957/1

Have been converting all the spreadsheet formulae from this tool to text format, so that (hopefully) users will be able to cut / paste into the *.txt files Arc mentions in the initial posts.

Just taking a quick glance there's about 40 different craft characteristics and about 30 different craft combos that produce different characteristics. So basically that's 1200 different "pulls" in the game code that the formulae act upon. Copy / pasting all that out of the spreadsheets plus precraft, base values, multipliers, constants, etc. is bound to create some inappropriate paste errors.

If anyone wants to participate, indicate an interest in a craft skill tree you have mastered (LA, MA, HA, Bucklers / Shields / 2H Weaps / 1H Weaps / 2H ranged / 1H Ranged / Amps / Joolz.  Idea is to insert the post-craft data into KC and see if the results are consistent.

If anyone has an interest in contributing to either endeavor, please send an IG mail to FF and, if we can gather enough folks will get underway. Underspring or Abys of Ichor will be the 1st PR region we will "weather map" depending on the response.  For the Crafting Tool, I have only converted LA, MA, HA, Bucklers, Shields, 1H Weaps and 2H Weaps to text format ... will get the others done as time allows.

Edited 10 times | Last edited by Fyrosfreddy (2 days ago)

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#25 [en] 

Oh, reminds me... I was going to ask, why 2h mace has minimum durability 100 and other weapons 120?

Hm I had another question, by my tests there was one not accurate number in your weapon/armor stats ranges table, but I forgot which one what it was... Was nothing serious, just minimum was 1 point lower than your table says...

#26 [en] 

Good catch ... that's one of those copy / paste errors:Durability = Game Code Data:C15+Game Code Data:C15*$C$3*$C$4*C24+$C$5You can see these from the tableGame Code Data:C15 = 100$C$3 = 2.00 for HQ$C$4 = 1.2 for Rubbarn BoosatC24 = 100% Precraft %$C$5 = +20 for having done the Durability RiteFor whatever reason, when I pasted down from Axe to Mace, instead of $C$5 it wound up with $D$5 which is text so it did not add the +20 ... now fixed, Thank You !

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