(This is an incomplete, preview version)
Weapons Damage Modeler
Scoob : Imperial Assassins and Advanced Progressive Society : Argonnessen
Vien : Imperial Assassins and Advanced Progressive Society : Argonnessen
0.3.0 Preview 3 (Public Preview 2)
Requires .NET Framework 4 or .NET Client Profile 4
0.3.0 Preview 3 Mac Version
Requires Mono 2.10.9 or higher runtime (from terminal: mono macWDM.exe)
What is WDM
WDM is a weapons damage calculator. As many are aware there is another program with a similar purpose. How is this one different? WDM gives more detailed information such as the standard deviation of damage, the attack speed profiles as worked out by Vanshilar, the Glancing Blow and Offhand Attack mechanisms, and active abilities such as Cleave, Momentum Swing, and so on. However, at this time, no monster defenses such as fortification, DR, and resistances are included.
1. Preview Version
Because this is a preview version, it is entirely possible to crash the program or generate exceptions by using strange inputs, such as text where numbers are supposed to go, or negative numbers where positive numbers are supposed to be. Please do not report these bugs to me at this time.
2. The Graph
The red bars in the graph represent mean damage for the corresponding attack roll, and the blue bars represent standard deviation for that attack roll. Though the damage distribution is non-symmetric, a standard deviation is still defined. The graph does not reflect anything that requires a second attack to be rolled (except for crits which are auto-confirmed in this program). This includes doublestrike, offhand attacks, glancing blows, and all active abilities.
3. The Numbers
The numbers below the graph, in contrast, do incorporate doublestrike, offhand attacks, and glancing blows. Active abilities only affect the DPS number. The Mean represents the total average damage per swing of the weapon, and the StDev represents the total damage standard deviation per swing of the weapon.
4. Using Properties
A preset list of properties is given in the bottom left. It is recommended to create weapons as their absolute base form, neglecting all buffs, feats, and whatever. Then add the buffs and other effects using the preset list. This is a list of different effect behaviors. Almost all effects in the list can be customized with different parameters and names. No 2 properties can have the same name on a weapon (notice the newer one replaces the older) so just rename them if you have to use more than one with a given behavior. For example, choosing 'Alignment', changing the N value to 3, and optionally the name to 'Supreme Good' gets you something that will be distinct from a Greater Good or Holy already on the weapon, and both will stay.
5. Attack Styles
You could choose the same weapon as the offhand / glancing blow damage model to get an OK approximation, but to be accurate, you should duplicate and modify the weapon appropriately. For offhands, it is known that the strength bonus is half of the main hand, and that doublestrike doesn't proc on offhands. For glancing blows, the program is generally pretty good about picking out what effects to not proc. As a general rule, the program procs anything that would proc on an attack roll of 2, except the base damage (and base damage bonuses) is scaled down appropriately. This means that stuff like sneak attack and doublestrike must be manually taken out of the glancing blow weapon.