Forgotten Tales Damage Calculation Worksheet
Posted: Wed Sep 24, 2014 2:00 pm
Hey gals & guys,
Davidjett's Excel worksheet for calculating statistics (viewtopic.php?f=4&t=4445) gave me an idea to make something similar, but for calculating damage.
So here is my Excel
You select class type, skill and enemy from the drop-down list. You enter your hero's stats. You click on one of the two buttons. You get some info.
Explanation:
First button (Calculate math) does not anything to have with math except it generates dice rolls in a non-random way. It starts with -5, goes to 5, then gets back to -5, and so on. It will provide the same result every time, and can be used to compare monsters since the number generation is constant.
Second button (Calculate random) uses pseudo-random numbers in order to simulate a fight. It will provide different results every time and can be used to see more realistic results.
This worksheet will only calculate damage to monsters. It will NOT calculate damage to a character. I will add this calculation at some later time.
Detailed information about the battle progress can be seen in the sheet "Calculation".
One of the things I plan to add is usage of different skills - for instance, if you first want to use Fire Sword, and after that Always Hit. Right now the only skills you can select are Always Hit, Double Attack and Double Damage.
What I wasn't able to fix is: when changing class type the previous skill will remain selected until you click on the drop down list and select skill associated with the new class type. So you can calculate what would happen if Archer used Always Hit.
[Edit] I added Number of enemies box - this will balance XP/min for enemies that you kill in less then 20 seconds by using a skill. For instance, if I choose four Blitzbees insted of one, skill cooldown will come into calculation and I have a better projection of overall XP/min (one Blitzbee gives me ~361k XP/min, but two give me ~211k XP/min).
History:
2014.11.19: Major version change, now V2: new feature - added player damage calculation. This makes it much more interesting, because you can now simulate a whole battle. Unfortunately I still haven't added feature to select different skill throughout a battle, and I don't know if I ever will.
2014.10.17: Bug fix - for dice rolls between -5 and 0 calculator assumed it is a miss, without comparing player's DEX vs enemy's DEX
2014.10.01: Damage calculation for Ogre when using Double Damage skill is changed, damage is doubled after hero's stregth is reduced by enemy's armor
2014.09.25: Some small changes + overall time is now limited to 24 hours insted of 1 hour. I know it is ridiculous, but it's cool.
2014.09.24: There was a bug with messages, it should now be good.
Download links
Version 2, with damage calculation to player:
Download V2
Version 1, without damage calculation to player:
Download V1
If you catch any errors please write me a message.
Davidjett's Excel worksheet for calculating statistics (viewtopic.php?f=4&t=4445) gave me an idea to make something similar, but for calculating damage.
So here is my Excel

You select class type, skill and enemy from the drop-down list. You enter your hero's stats. You click on one of the two buttons. You get some info.

Explanation:
First button (Calculate math) does not anything to have with math except it generates dice rolls in a non-random way. It starts with -5, goes to 5, then gets back to -5, and so on. It will provide the same result every time, and can be used to compare monsters since the number generation is constant.
Second button (Calculate random) uses pseudo-random numbers in order to simulate a fight. It will provide different results every time and can be used to see more realistic results.
This worksheet will only calculate damage to monsters. It will NOT calculate damage to a character. I will add this calculation at some later time.
Detailed information about the battle progress can be seen in the sheet "Calculation".
One of the things I plan to add is usage of different skills - for instance, if you first want to use Fire Sword, and after that Always Hit. Right now the only skills you can select are Always Hit, Double Attack and Double Damage.
What I wasn't able to fix is: when changing class type the previous skill will remain selected until you click on the drop down list and select skill associated with the new class type. So you can calculate what would happen if Archer used Always Hit.

[Edit] I added Number of enemies box - this will balance XP/min for enemies that you kill in less then 20 seconds by using a skill. For instance, if I choose four Blitzbees insted of one, skill cooldown will come into calculation and I have a better projection of overall XP/min (one Blitzbee gives me ~361k XP/min, but two give me ~211k XP/min).
History:
2014.11.19: Major version change, now V2: new feature - added player damage calculation. This makes it much more interesting, because you can now simulate a whole battle. Unfortunately I still haven't added feature to select different skill throughout a battle, and I don't know if I ever will.

2014.10.17: Bug fix - for dice rolls between -5 and 0 calculator assumed it is a miss, without comparing player's DEX vs enemy's DEX
2014.10.01: Damage calculation for Ogre when using Double Damage skill is changed, damage is doubled after hero's stregth is reduced by enemy's armor
2014.09.25: Some small changes + overall time is now limited to 24 hours insted of 1 hour. I know it is ridiculous, but it's cool.

2014.09.24: There was a bug with messages, it should now be good.
Download links
Version 2, with damage calculation to player:
Download V2
Version 1, without damage calculation to player:
Download V1
If you catch any errors please write me a message.