Kaddy here! I have been working fervently and feverishly on a new calculator for renewal. A lot of calculators out there are way out of date, or are in Korean, and are still way off. On top of that, the existing wiki calc is entirely in traditional javascript, which is a nightmare to update and fiddle with.
Enter my new project!
I designed a whole new calculator from scratch using PHP, mysql, and jquery. Why SQL you might ask? Well, so we can have easy to edit lookup tables for everything from character HP, to the items the character might equip. My end goal is to have the calculator essentialy "auto-update" whenever the iRO Wiki item database gets an item, its already available in the calc!
Its far from complete, but I'd like to open the calc up to public testing.
Posting Guidelines:
Please don't post "why isn't xyz feature here yet?". The answer is: "I haven't gotten to it yet! Hold your horses! This is a lot of work!"
Don't just tell me a figure is off. I need exact data. For example, if your HP in-game doesn't match what the calc says, don't just tell me HP is off. Tell me what level you are, what your VIT (base+job) is, make sure the character is naked, then tell me what the exact HP value you're getting in-game is.
Keep in mind the calc is under development, so if you see weird changes to the page as I upload stuff, that break it, expect that could happen.
Current version: v0.6.22 (Expect it to be "finished" at version 1.0)
Screenshot of how the calc looks in firefox 34:
Change Log:
Spoiler
Update Log: Project Start Date: 12/29/14
12/25/2015
Now BASIC equipment effects (like STR+1, HP+5%, Flee+10, etc) for +0 items should work when you equip things via the drop downs!
Cleaned up what was being saved to the save slot cookies to make more room for future character data.
Attack speed is now shown in the misc. tab.
MATK bonus is shown in the damage bonus tab.
12/22/2015
Added some user-error correction to the headgear selection. If you select a headgear that takes up more than one slot, it will now adjust your selection in the other slots, effectively taking up more than one slot for you on the calc.
Fixed issues preventing the shield slot from actually getting any DEF or anything for your character.
Greatly increased the efficiency of how the calculator pulls status about equipment, so changing equipments will have less delay.
Fixed a bug causing all accessories in the second accessory slot to be listed twice.
12/21/2015
Added limited support for the damage bonuses tab. This should help clarify how Abyssmal Knight card, +% ATK Gears, and +% size cards interact additively.
Set it up so that it remembers which tab on the right you have selected, whenever the page udpates (like you change a buff somewhere).
9/28/2015
Bugfixes for Awakening Potion, Berserk Potion, and 2 Hand Quicken not showing up.
Skills you can't use (due to wrong weapon being equipped) now show with a red background instead of what it was doing before, which was not showing them at all.
Skills you haven't toggled on now have their buff icons shaded out.
8/9/2015
All equipment should be selectable now, and track correct DEF and upgrade values.
Shadow weapons give +1 ATK/MATK per refine, and shadow armors give +10 HP/refine.
Made the refresh script a little more efficient to reduce the wait after changing fields.
Added an "Are you sure?" confirmation to the delete cookie button.
Equipping "Nothing" on a slot is now kind of greyed out so you can tell easier at a glance what is actually equipped.
Added a new filter in the database that basically lets me flag items as in the calc or not. I took a few items out of the calc you'd have no business equipping, such as GUSLI or Silver Ring.
Added the effect to 16th Night.
8/5/2015
It's possible to equip and refine a shield now.
The calc is a little smarter about weapon/shield selection now. Like, say you set it to assassin, put a second weapon on, then switched to acolyte, it now knows to blank out the offhand weapon since that wouldn't be valid. That sort of thing.
I think shield aspd wasn't working recently. It seems to be working now.
8/2/2015
Enchant Deadly Poison skill added
Some VERY rudimentary usage of equipped main hand weapon is in.
Real MATK and Real ATK values (on mouseover) should be closer to the real thing now.
Fixed a bug I introduced the other day when I was making all controls go disabled. Now it disables all controls EXCEPT the save/load stuff at the top LOL.
8/1/2015
The character variables tabs toggle now.
Some of the variables are now tracking, like variable cast time from DEX/INT and gear/skills.
Added Magic Strings to party buffs.
7/31/2015
Fixed the position of the scrollbar resetting any time you changed something while you were scrolled down.
The manual hidden enchants section now smoothly sldies shut.
All fields go greyed out for a second after making changes, so that its obvious you can't edit anything while the page is re-calculating everything.
1/19/2015
HP/SP regen shows.
1/12/2015
Fixed a display issue with Google Chrome.
Added a check for last focused control and it will re-apply focus after AJAX reloads the contents of the stat windows, this should allow someone to use the arrow keys to re-adjust their base level, strength, dexterity, etc., without having to re-click the dropdown after each level/point.
Added Clementia and Canto buffs.
Changed the indexes on some of the data stored in the URL save feature. This will break any existing URLs, so please re-adjust your character and re-save as URL.
1/10/2015
Added a save URL feature.
A few additional skills are supported.
1/8/2015
It's possible to test ASPD with a shield now.
Increase AGI and Blessing are in.
Added code for "special" menus on skills. So Instead of selecting just the level it can have a custom set of options in the drop down.
Added new code that lets the calc detect if you're qualified to have a party skill based on your equippped weapon (e.g. Adrenaline Rush requires an axe/mace).
1/7/2015
It is now possible to hide the hidden slot enchant area (it also gets remembered with your save cookie).
A small number of skills are implemented for the testing of my new skill system code engine, and the ones I added should be working: Owl's Eye, Trap Research, Improve Concentration, Improve Dodge, Faith, Voice lessons, and full throttle. A few other passive skills may show up.
1/6/2015
Guillotine Cross HP should be closer to accurate now.
Ranger HP should be closer to accurate now.
Corrected an oddity where the trans bishop's HP table wasn't 25% higher than the non-trans one's.
Possibly more accurate SP tables for 151~175.
Crit should now be +1.
Changed DEF formula.
Changed how MATK formula floors.
Fixed Bishop's base attack speed (156 -> 151).
1/5/2015
You can now save and load characters with browser cookies.
Calculates max SP.
1/4/2015
Aspd calculates now.
Aspd potions and celermine juice are in.
Stat boosting food is in.
Negative values can be used in hidden slot enchants now.
Job bonuses can display in negatives.
Fixed a bug where mechanic couldn't equip weapons.
Added "cost to next point" to the base stats area.
1/3/2015
ATK,Crit,Hit,Flee,Def,Mdef all calculate now.
You can now use enchanted hidden slot-style effects in the equipment area.
1/2/2015
Job Bonuses.
Calculates max HP.)
Supports hidden slot enchants.
Calculates status attack based of weapon type (dex or str), level, and stats.
1/1/2015
Accurately tracks the cost of your base stats.
Detects what weapons your class can equip.
Detects whether a weapon is one handed or two.
12/31/2014
Accurately tracks the cost of your base stats.
Detects what weapons your class can equip.
Detects whether a weapon is one handed or two.
12/30/2014
Tells you how many status points you'll have at a given level.
Automatically detects your maximum status point for a given class.
Automatically detects your maximum base and job levels for a given class.
Though I do have to question, why would you link it to the irowiki database? No one is updating that anymore, wouldn't it be better to source it off of divine pride which auto updates every patch?
I'm trying to add a little something to it each day.
Cool.
Though I do have to question, why would you link it to the irowiki database? No one is updating that anymore, wouldn't it be better to source it off of divine pride which auto updates every patch?
I don't have a standing agreement with the owner of divine pride, besides, for the calc to work off the items, they need sql columns like {"str"=>1,"dex"=>2} to know the item gives str+1 and dex+2 when equipped, and divine pride doesn't have that sort of database running -- but wiki does.
I wanted to make it so you could link items from DB in my indexer, but because it was never updated I never bothered, so an update would be double interesting for me +_+
I'll have to play with it tomorrow during/after work. Too tired atm. If I only studied computer programming in college instead of biology....*sigh*, i would have the enthusiasm to go headfirst into making iRO calculators.
The calc looks awesome and the database-managed structure will make it really easy to keep up to date.
It's really good to see people working hard on this kind of projects. My respect
Cool.
Though I do have to question, why would you link it to the irowiki database? No one is updating that anymore, wouldn't it be better to source it off of divine pride which auto updates every patch?
Everybody can help updating iROWiki. You can visit the forums, offer your help and start contributing anytime
Talking more tecnically, neither iROWiki or Divine Pride databases have all the needed data to fully implement items on any calculator. Obvious example? Those temporary effects items give, combo's, which jobs can implement which items. There's always data that has to be adapted for it to work with a new system.
I'm trying to add a little something to it each day.
I don't have a standing agreement with the owner of divine pride, besides, for the calc to work off the items, they need sql columns like {"str"=>1,"dex"=>2} to know the item gives str+1 and dex+2 when equipped, and divine pride doesn't have that sort of database running -- but wiki does.
Also we are working on getting wiki updated.
Darn. I kinda thought it might've been something code related.
The calc looks awesome and the database-managed structure will make it really easy to keep up to date.
It's really good to see people working hard on this kind of projects. My respect
Everybody can help updating iROWiki. You can visit the forums, offer your help and start contributing anytime
Talking more tecnically, neither iROWiki or Divine Pride databases have all the needed data to fully implement items on any calculator. Obvious example? Those temporary effects items give, combo's, which jobs can implement which items. There's always data that has to be adapted for it to work with a new system.
People need permission to update the database. You can't just head into it and expect to start throwing items into it, you gotta jump through some hoops first.
I personally don't have the time to be updating a wiki. I hardly have time to play RO anymore, though I do still get my game on when I get the chance.