Hey, I put some effort into constructing a DPS calculator in an .xls. It's completely accurate as best as I can tell from my math. I've made only a few assumptions (rounding down strength after multiplying by 1.5, for example) but my math is easily confirmed by looking at the same weapon's DPS in DDO. However, only the Base Damage Rating is provable as the weapon effects are not calculated - which is where this .xls comes in. I hope that seeing the correct Base Weapon Damage on the In-Game weapons will prove my math is correct. However, if you select Keen for a weapon that does not have Keen as an actual ability, then this number *will* be higher. Remove Keen to see the correct DPS and then merely accept the remaining calculations as correct. Or, do the math by hand and check as many figures as you like.

The following features are working correctly:

-Base Damage Rating

- Number of Dice

- Dice Sides

- Critical Percent

- Critical Multiplier

- Weapon Modifier

- Weapon Dice Modifier x[w] (1.5 for GS, 2.0 for Epics, etc.)

The above effects are auto calculated base on selecting the weapon from a list of all DDO weapons. For weapons with non-standard critical rates (SoS comes to mind) there's a section to modify this without affecting the DDO base standard. The reason for this is to allow rapid choice selections and comparison of the same weapon effects with many different weapon types - such as the great Green Steel mystery.

- Bane (Lesser, Normal, Greater)

- Including increasing the Weapon Modifier (+1/+2/+3)

- Righteous

- Seeker

- Damage Resistance

I have not bothered with calculating DR types, only DR/-. It's not worth the effort required to check for DR/magic, DR/Cold Iron, etc. Ultimately, the point is to be able to test DR effects, rather than each type or to bother with comparing against each type or whatnot.

- Fortification

- Armor Piercing (fort bypass)

Further, this calculation does not affect the Weapon Proc rates based on Critical hits/multipliers while allowing the reduced weapon damage on Undead and other non-crit beasties.

- Weapon Effects

Naturally, the pride, joy, and ultimate focus of this project. Weapon effects are selected via a drop down menu on the cells and the DPS added is calculated and displayed just below the selected effect. I had planned on using a second column and putting this DPS there, but by keeping each weapon on a single column it allows instant, and trouble-free, cloning of the weapon columns to allow free expansion of as many weapons as desired (limited by computer ability, of course). Simple copy/paste or drag expansion for as many weapons as desired - another proud feature.

I'm putting the Google Docs link to download this .xls. I was hoping to distribute this via the DDO.wiki but I wanted the approval of this site's administrators before simply adding it to a random page on there. If any DDO admins see this, I'd like to hear your feedback, too.

Anyway, my e-mail is in the .xls; feel free to contact me and let me know what you think about it. Thanks, for reading.

https://docs.google.com/folder/d/0Bw...lpczZyTVU/edit <<-- Must Download to Work!

http://bit.ly/TLQCOD <-- My copy/paste was acting up so I crunched it for simplicity. It's easy to remember, so I'm keeping it here.

As it turns out, Google Docs can't handle Defined Names on the site so you'll need to download it to see its effect as almost all of the formulas are broken without Defined Names. I intentionally avoided using Visual Basic Macros so as not to trigger the security warning that comes with it and so that people downloading it could make changes/additions without having programming knowledge.

I allow for any value of fortification and I set the cap of the formula to 100% and 0%. This allows one to select, say, 125% fort with 50% armor piercing and have correct results. The cap prevents critical rates exceeding 100% or 0% of their potential. As an example, say you have a critical % of 20%. A creature with 50% fortification effectively reduces the critical rate in half - to 10%, in this case. If you then select piercing at 25%, it reduces the 50% to 25% and the resulting critical hit probability becomes 15% (20% * (1 - 50% + 25%)). Anyway, take a look and play with the values.

Thanks, again.

Cheers,

- Brian