Editing Template:True Melee DPS Calculator
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Latest revision | Your text | ||
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2.1.1.1 First weapon attack | 2.1.1.1 First weapon attack | ||
-->{{#if: {{#var:attack1Type}} | {{#vardefine:attack1InitialSelectionWeight | {{#expr: {{#switch: {{#var:attack1Type}} | -->{{#if: {{#var:attack1Type}} | {{#vardefine:attack1InitialSelectionWeight | {{#expr: {{#switch: {{#var:attack1Type}} | ||
+ | | #default = | ||
+ | {{#vardefineecho:attack1Damage | {{#expr: {{#show:{{#var:weapon}}|?Attack 1 Damage|link=none}} * {{#var:sharpAndQualityFactor}} }} }} | ||
+ | * (1 + ({{#vardefineecho:attack1AP | {{#expr: {{#show:{{#var:weapon}}|?Attack 1 AP|link=none}} * {{#var:sharpAndQualityFactor}} }} }}/100)) | ||
+ | * {{#show:{{#var:weapon}}|?Attack 1 Chance Factor|link=none|default=1}} | ||
+ | / {{#vardefineecho:attack1Cooldown | {{#expr: {{#show:{{#var:weapon}}|?Attack 1 Cooldown|link=none}} * {{#var:cooldownFactor}} }} }} | ||
| Blunt | Crush | Demolish | Poke = | | Blunt | Crush | Demolish | Poke = | ||
{{#vardefineecho:attack1Damage | {{#expr: {{#show:{{#var:weapon}}|?Attack 1 Damage|link=none}} * {{#var:bluntAndQualityFactor}} }} }} | {{#vardefineecho:attack1Damage | {{#expr: {{#show:{{#var:weapon}}|?Attack 1 Damage|link=none}} * {{#var:bluntAndQualityFactor}} }} }} | ||
* (1 + ({{#vardefineecho:attack1AP | {{#expr: {{#show:{{#var:weapon}}|?Attack 1 AP|link=none}} * {{#var:bluntAndQualityFactor}} }} }}/100)) | * (1 + ({{#vardefineecho:attack1AP | {{#expr: {{#show:{{#var:weapon}}|?Attack 1 AP|link=none}} * {{#var:bluntAndQualityFactor}} }} }}/100)) | ||
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* {{#show:{{#var:weapon}}|?Attack 1 Chance Factor|link=none|default=1}} | * {{#show:{{#var:weapon}}|?Attack 1 Chance Factor|link=none|default=1}} | ||
/ {{#vardefineecho:attack1Cooldown | {{#expr: {{#show:{{#var:weapon}}|?Attack 1 Cooldown|link=none}} * {{#var:cooldownFactor}} }} }} | / {{#vardefineecho:attack1Cooldown | {{#expr: {{#show:{{#var:weapon}}|?Attack 1 Cooldown|link=none}} * {{#var:cooldownFactor}} }} }} | ||
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2.1.1.2 Second weapon attack | 2.1.1.2 Second weapon attack | ||
-->{{#if: {{#var:attack2Type}} | {{#vardefine:attack2InitialSelectionWeight | {{#expr: {{#switch: {{#var:attack2Type}} | -->{{#if: {{#var:attack2Type}} | {{#vardefine:attack2InitialSelectionWeight | {{#expr: {{#switch: {{#var:attack2Type}} | ||
+ | | #default = | ||
+ | {{#vardefineecho:attack2Damage | {{#expr: {{#show:{{#var:weapon}}|?Attack 2 Damage|link=none}} * {{#var:sharpAndQualityFactor}} }} }} | ||
+ | * (1 + ({{#vardefineecho:attack2AP | {{#expr: {{#show:{{#var:weapon}}|?Attack 2 AP|link=none}} * {{#var:sharpAndQualityFactor}} }} }}/100)) | ||
+ | * {{#show:{{#var:weapon}}|?Attack 2 Chance Factor|link=none|default=1}} | ||
+ | / {{#vardefineecho:attack2Cooldown | {{#expr: {{#show:{{#var:weapon}}|?Attack 2 Cooldown|link=none}} * {{#var:cooldownFactor}} }} }} | ||
| Blunt | Crush | Demolish | Poke = | | Blunt | Crush | Demolish | Poke = | ||
{{#vardefineecho:attack2Damage | {{#expr: {{#show:{{#var:weapon}}|?Attack 2 Damage|link=none}} * {{#var:bluntAndQualityFactor}} }} }} | {{#vardefineecho:attack2Damage | {{#expr: {{#show:{{#var:weapon}}|?Attack 2 Damage|link=none}} * {{#var:bluntAndQualityFactor}} }} }} | ||
* (1 + ({{#vardefineecho:attack2AP | {{#expr: {{#show:{{#var:weapon}}|?Attack 2 AP|link=none}} * {{#var:bluntAndQualityFactor}} }} }}/100)) | * (1 + ({{#vardefineecho:attack2AP | {{#expr: {{#show:{{#var:weapon}}|?Attack 2 AP|link=none}} * {{#var:bluntAndQualityFactor}} }} }}/100)) | ||
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* {{#show:{{#var:weapon}}|?Attack 2 Chance Factor|link=none|default=1}} | * {{#show:{{#var:weapon}}|?Attack 2 Chance Factor|link=none|default=1}} | ||
/ {{#vardefineecho:attack2Cooldown | {{#expr: {{#show:{{#var:weapon}}|?Attack 2 Cooldown|link=none}} * {{#var:cooldownFactor}} }} }} | / {{#vardefineecho:attack2Cooldown | {{#expr: {{#show:{{#var:weapon}}|?Attack 2 Cooldown|link=none}} * {{#var:cooldownFactor}} }} }} | ||
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2.1.1.3 Third weapon attack | 2.1.1.3 Third weapon attack | ||
-->{{#if: {{#var:attack3Type}} | {{#vardefine:attack3InitialSelectionWeight | {{#expr: {{#switch: {{#var:attack3Type}} | -->{{#if: {{#var:attack3Type}} | {{#vardefine:attack3InitialSelectionWeight | {{#expr: {{#switch: {{#var:attack3Type}} | ||
+ | | #default = | ||
+ | {{#vardefineecho:attack3Damage | {{#expr: {{#show:{{#var:weapon}}|?Attack 3 Damage|link=none}} * {{#var:sharpAndQualityFactor}} }} }} | ||
+ | * (1 + ({{#vardefineecho:attack3AP | {{#expr: {{#show:{{#var:weapon}}|?Attack 3 AP|link=none}} * {{#var:sharpAndQualityFactor}} }} }}/100)) | ||
+ | * {{#show:{{#var:weapon}}|?Attack 3 Chance Factor|link=none|default=1}} | ||
+ | / {{#vardefineecho:attack3Cooldown | {{#expr: {{#show:{{#var:weapon}}|?Attack 3 Cooldown|link=none}} * {{#var:cooldownFactor}} }} }} | ||
| Blunt | Crush | Demolish | Poke = | | Blunt | Crush | Demolish | Poke = | ||
{{#vardefineecho:attack3Damage | {{#expr: {{#show:{{#var:weapon}}|?Attack 3 Damage|link=none}} * {{#var:bluntAndQualityFactor}} }} }} | {{#vardefineecho:attack3Damage | {{#expr: {{#show:{{#var:weapon}}|?Attack 3 Damage|link=none}} * {{#var:bluntAndQualityFactor}} }} }} | ||
* (1 + ({{#vardefineecho:attack3AP | {{#expr: {{#show:{{#var:weapon}}|?Attack 3 AP|link=none}} * {{#var:bluntAndQualityFactor}} }} }}/100)) | * (1 + ({{#vardefineecho:attack3AP | {{#expr: {{#show:{{#var:weapon}}|?Attack 3 AP|link=none}} * {{#var:bluntAndQualityFactor}} }} }}/100)) | ||
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* {{#show:{{#var:weapon}}|?Attack 3 Chance Factor|link=none|default=1}} | * {{#show:{{#var:weapon}}|?Attack 3 Chance Factor|link=none|default=1}} | ||
/ {{#vardefineecho:attack3Cooldown | {{#expr: {{#show:{{#var:weapon}}|?Attack 3 Cooldown|link=none}} * {{#var:cooldownFactor}} }} }} | / {{#vardefineecho:attack3Cooldown | {{#expr: {{#show:{{#var:weapon}}|?Attack 3 Cooldown|link=none}} * {{#var:cooldownFactor}} }} }} | ||
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2.1.1.4 Fourth weapon attack | 2.1.1.4 Fourth weapon attack | ||
-->{{#if: {{#var:attack4Type}} | {{#vardefine:attack4InitialSelectionWeight | {{#expr: {{#switch: {{#var:attack4Type}} | -->{{#if: {{#var:attack4Type}} | {{#vardefine:attack4InitialSelectionWeight | {{#expr: {{#switch: {{#var:attack4Type}} | ||
+ | | #default = | ||
+ | {{#vardefineecho:attack4Damage | {{#expr: {{#show:{{#var:weapon}}|?Attack 4 Damage|link=none}} * {{#var:sharpAndQualityFactor}} }} }} | ||
+ | * (1 + ({{#vardefineecho:attack4AP | {{#expr: {{#show:{{#var:weapon}}|?Attack 4 AP|link=none}} * {{#var:sharpAndQualityFactor}} }} }}/100)) | ||
+ | * {{#show:{{#var:weapon}}|?Attack 4 Chance Factor|link=none|default=1}} | ||
+ | / {{#vardefineecho:attack4Cooldown | {{#expr: {{#show:{{#var:weapon}}|?Attack 4 Cooldown|link=none}} * {{#var:cooldownFactor}} }} }} | ||
| Blunt | Crush | Demolish | Poke = | | Blunt | Crush | Demolish | Poke = | ||
{{#vardefineecho:attack4Damage | {{#expr: {{#show:{{#var:weapon}}|?Attack 4 Damage|link=none}} * {{#var:bluntAndQualityFactor}} }} }} | {{#vardefineecho:attack4Damage | {{#expr: {{#show:{{#var:weapon}}|?Attack 4 Damage|link=none}} * {{#var:bluntAndQualityFactor}} }} }} | ||
* (1 + ({{#vardefineecho:attack4AP | {{#expr: {{#show:{{#var:weapon}}|?Attack 4 AP|link=none}} * {{#var:bluntAndQualityFactor}} }} }}/100)) | * (1 + ({{#vardefineecho:attack4AP | {{#expr: {{#show:{{#var:weapon}}|?Attack 4 AP|link=none}} * {{#var:bluntAndQualityFactor}} }} }}/100)) | ||
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* {{#show:{{#var:weapon}}|?Attack 4 Chance Factor|link=none|default=1}} | * {{#show:{{#var:weapon}}|?Attack 4 Chance Factor|link=none|default=1}} | ||
/ {{#vardefineecho:attack4Cooldown | {{#expr: {{#show:{{#var:weapon}}|?Attack 4 Cooldown|link=none}} * {{#var:cooldownFactor}} }} }} | / {{#vardefineecho:attack4Cooldown | {{#expr: {{#show:{{#var:weapon}}|?Attack 4 Cooldown|link=none}} * {{#var:cooldownFactor}} }} }} | ||
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-->{{#vardefine:bestCategoryPercentage| {{#ifeq: {{#var:numMidAttacks}} | 0 | 1 | 0.75 }} }}<!-- | -->{{#vardefine:bestCategoryPercentage| {{#ifeq: {{#var:numMidAttacks}} | 0 | 1 | 0.75 }} }}<!-- | ||
Define selection chances from category and number of attacks in category so we don't have to calc them twice and so they can be called. | Define selection chances from category and number of attacks in category so we don't have to calc them twice and so they can be called. | ||
− | -->{{#if: {{#var:attack1Type }} | {{#vardefine:attack1SelectionChance | {{#expr: {{#switch: {{#var:attack1SelectionCategory }} | | + | -->{{#if: {{#var:attack1Type }} | {{#vardefine:attack1SelectionChance | {{#expr: {{#switch: {{#var:attack1SelectionCategory }} | best = {{#var:bestCategoryPercentage}} / {{#var:numBestAttacks}} | mid = 0.25 / {{#var:numMidAttacks}} | 0 }} }} }}<!-- |
− | -->{{#if: {{#var:attack2Type }} | {{#vardefine:attack2SelectionChance | {{#expr: {{#switch: {{#var:attack2SelectionCategory }} | | + | -->{{#if: {{#var:attack2Type }} | {{#vardefine:attack2SelectionChance | {{#expr: {{#switch: {{#var:attack2SelectionCategory }} | best = {{#var:bestCategoryPercentage}} / {{#var:numBestAttacks}} | mid = 0.25 / {{#var:numMidAttacks}} | 0 }} }} }}<!-- |
− | -->{{#if: {{#var:attack3Type }} | {{#vardefine:attack3SelectionChance | {{#expr: {{#switch: {{#var:attack3SelectionCategory }} | | + | -->{{#if: {{#var:attack3Type }} | {{#vardefine:attack3SelectionChance | {{#expr: {{#switch: {{#var:attack3SelectionCategory }} | best = {{#var:bestCategoryPercentage}} / {{#var:numBestAttacks}} | mid = 0.25 / {{#var:numMidAttacks}} | 0 }} }} }}<!-- |
− | -->{{#if: {{#var:attack4Type }} | {{#vardefine:attack4SelectionChance | {{#expr: {{#switch: {{#var:attack4SelectionCategory }} | | + | -->{{#if: {{#var:attack4Type }} | {{#vardefine:attack4SelectionChance | {{#expr: {{#switch: {{#var:attack4SelectionCategory }} | best = {{#var:bestCategoryPercentage}} / {{#var:numBestAttacks}} | mid = 0.25 / {{#var:numMidAttacks}} | 0 }} }} }} }} }} }} }}<!-- |
− | -->{{#if: {{#var:attack5Type | {{#var: 5}} }} | {{#vardefine:attack5SelectionChance | {{#expr: {{#switch: {{#var:attack5SelectionCategory }} | | + | -->{{#if: {{#var:attack5Type | {{#var: 5}} }} | {{#vardefine:attack5SelectionChance | {{#expr: {{#switch: {{#var:attack5SelectionCategory }} | best = {{#var:bestCategoryPercentage}} / {{#var:numBestAttacks}} | mid = 0.25 / {{#var:numMidAttacks}} | 0 }} }} }}<!-- |
− | -->{{#if: {{#var:attack6Type | {{#var: 6}} }} | {{#vardefine:attack6SelectionChance | {{#expr: {{#switch: {{#var:attack6SelectionCategory }} | | + | -->{{#if: {{#var:attack6Type | {{#var: 6}} }} | {{#vardefine:attack6SelectionChance | {{#expr: {{#switch: {{#var:attack6SelectionCategory }} | best = {{#var:bestCategoryPercentage}} / {{#var:numBestAttacks}} | mid = 0.25 / {{#var:numMidAttacks}} | 0 }} }} }}<!-- |
− | -->{{#if: {{#var:attack7Type | {{#var: 7}} }} | {{#vardefine:attack7SelectionChance | {{#expr: {{#switch: {{#var:attack7SelectionCategory }} | | + | -->{{#if: {{#var:attack7Type | {{#var: 7}} }} | {{#vardefine:attack7SelectionChance | {{#expr: {{#switch: {{#var:attack7SelectionCategory }} | best = {{#var:bestCategoryPercentage}} / {{#var:numBestAttacks}} | mid = 0.25 / {{#var:numMidAttacks}} | 0 }} }} }}<!-- |
− | -->{{#if: {{#var:attack8Type | {{#var: 8}} }} | {{#vardefine:attack8SelectionChance | {{#expr: {{#switch: {{#var:attack8SelectionCategory }} | | + | -->{{#if: {{#var:attack8Type | {{#var: 8}} }} | {{#vardefine:attack8SelectionChance | {{#expr: {{#switch: {{#var:attack8SelectionCategory }} | best = {{#var:bestCategoryPercentage}} / {{#var:numBestAttacks}} | mid = 0.25 / {{#var:numMidAttacks}} | 0 }} }} }}<!-- |
− | -->{{#if: {{#var:attack9Type | {{#var: 9}} }} | {{#vardefine:attack9SelectionChance | {{#expr: {{#switch: {{#var:attack9SelectionCategory }} | | + | -->{{#if: {{#var:attack9Type | {{#var: 9}} }} | {{#vardefine:attack9SelectionChance | {{#expr: {{#switch: {{#var:attack9SelectionCategory }} | best = {{#var:bestCategoryPercentage}} / {{#var:numBestAttacks}} | mid = 0.25 / {{#var:numMidAttacks}} | 0 }} }} }}<!-- |
− | -->{{#if: {{#var:attack10Type | {{#var:10}} }} | {{#vardefine:attack10SelectionChance| {{#expr: {{#switch: {{#var:attack10SelectionCategory}} | | + | -->{{#if: {{#var:attack10Type | {{#var:10}} }} | {{#vardefine:attack10SelectionChance| {{#expr: {{#switch: {{#var:attack10SelectionCategory}} | best = {{#var:bestCategoryPercentage}} / {{#var:numBestAttacks}} | mid = 0.25 / {{#var:numMidAttacks}} | 0 }} }} }}<!-- |
− | -->{{#if: {{#var:attack11Type }} | {{#vardefine:attack11SelectionChance| {{#expr: {{#switch: {{#var:attack11SelectionCategory}} | | + | -->{{#if: {{#var:attack11Type }} | {{#vardefine:attack11SelectionChance| {{#expr: {{#switch: {{#var:attack11SelectionCategory}} | best = {{#var:bestCategoryPercentage}} / {{#var:numBestAttacks}} | mid = 0.25 / {{#var:numMidAttacks}} | 0 }} }} }}<!-- |
− | -->{{#if: {{#var:attack12Type }} | {{#vardefine:attack12SelectionChance| {{#expr: {{#switch: {{#var:attack12SelectionCategory}} | | + | -->{{#if: {{#var:attack12Type }} | {{#vardefine:attack12SelectionChance| {{#expr: {{#switch: {{#var:attack12SelectionCategory}} | best = {{#var:bestCategoryPercentage}} / {{#var:numBestAttacks}} | mid = 0.25 / {{#var:numMidAttacks}} | 0 }} }} }} }} }} }} }} }} }} }} }}<!-- |
2.5 Calculate actual DPS | 2.5 Calculate actual DPS |