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<!doctype html>
<html lang="en">
<head>
<meta charset="utf-8">
<title>Diablo2 Resurrected 2.4 PTR2 Wereform IAS Calculator</title>
<style>
.mainheading{
font-weight: bold;
}
.pagecenter{
width:75%;
max-width:1280px;
margin-left: auto;
margin-right: auto;
}
.intro{
margin-bottom: 2em;
}
.mainform{
border: 1px solid black;
border-radius: 1em;
padding: 1em;
}
.sectionwrapper{
border: 1px solid black;
border-radius: 0.5em;
padding: 0.5em;
margin-bottom: 1em;
}
.heading{
font-weight: bold;
margin-bottom: 0px;
}
.spacer{
height: 2em;
}
.nopad{
width:100%;
margin:0;
padding:0;
border-collapse: collapse;
}
.nopad td, .nopad tr{
padding: 0;
}
.bigbutton{
font-weight: bold;
font-size: 200%;
margin-left: auto;
margin-right: auto;
}
.buttonwrapper{
text-align: center;
margin-bottom: 1em;
}
div.settings {
display:grid;
grid-template-columns: max-content max-content;
grid-gap: 0.25em;
border: 1px solid black;
border-radius: 0.5em;
padding: 0.5em;
}
div.settings label {
text-align:right;
}
input[type=number] {
width: 5em;
text-align: center;
}
#weapon{
width: 15em;
}
.chartwrapper{
margin-bottom: 2em;
}
.fpachart{
border-collapse: collapse;
border-spacing: 0;
text-align: right;
}
.fpachart th, .fpachart td{
padding: 0.25em 0.5em;
border: 1px solid black;
}
.highlightedrow {
background-color: #AAFFAA;
font-weight: bold;
}
.tooltipwrapper{
position:relative;
}
.hastooltip .istooltip {
position: absolute;
visibility: hidden;
}
.hastooltip:hover .istooltip{
visibility: visible;
top:-3em;
left: 0;
z-index:1;
display: block;
min-width: 8em;
width: 34em;
min-height: 4em;
text-decoration: none;
color: black;
background-color: #AAAAFF;
border-radius: 1em;
padding: 1em;
}
</style>
<script type="text/javascript" src="./datatables.js"></script>
<script type="text/javascript" src="./math.js"></script>
<script type="text/javascript" src="./ui.js"></script>
</head>
<body onload="UpdateAll();">
<div class="pagecenter">
<h1 class="mainheading">D2R 2.4 PTR2 Wereform IAS Calculator</h1>
<div style="text-align: right; margin-right: 1em;">version 2.0</div>
<form class="mainform">
<div class="heading">Player</div>
<div class="settings">
<label for="playerclass">Class:</label>
<select name="playerclass" id="playerclass" onchange="UpdateAll();">
<option value="amazon">Amazon</option>
<option value="assassin">Assassin</option>
<option value="barbarian">Barbarian</option>
<option value="druid" selected="selected">Druid</option>
<option value="necromancer">Necromancer</option>
<option value="paladin">Paladin</option>
<option value="sorceress">Sorceress</option>
</select>
<label for="playermorph">Morph:</label>
<select name="playermorph" id="playermorph" onchange="UpdateAll();">
<option value="human">Human</option>
<option value="werewolf" selected="selected">Werewolf</option>
<option value="werebear">Werebear</option>
</select>
</div>
<div class="spacer"></div>
<div class="heading">Skill IAS</div>
<div class="settings">
<label for="werewolflevel">Werewolf Level:</label>
<input type="number" id="werewolflevel" name="werewolflevel" value="0" min="0" oninput="RecalculateTables();">
<label for="maullevel">Maul Level:</label>
<input type="number" id="maullevel" name="maullevel" value="0" min="0" oninput="MaulChanged();">
<label for="maulcharges">Maul Charges:</label>
<span>
<input type="number" id="maulcharges" name="maulcharges" value="0" min="0" oninput="MaulChanged();"> of <output id="maulmaxcharges" name="maulmaxcharges">0</output> max charges
</span>
<label for="fanaticismlevel">Fanaticism Level:</label>
<input type="number" id="fanaticismlevel" name="fanaticismlevel" value="0" min="0" oninput="RecalculateTables();">
<label for="burstofspeedlevel">Burst of Speed Level:</label>
<input type="number" id="burstofspeedlevel" name="burstofspeedlevel" value="0" min="0" oninput="RecalculateTables();">
<!-- TODO: Frenzy, Holy Freeze, Decrepify, chill -->
</div>
<div class="spacer"></div>
<div class="heading">Weapon</div>
<div class="settings">
<label for="weapon">Weapon:</label>
<select name="weapon" id="weapon" onchange="WeaponChanged();">
<option value="unarmed" selected="selected">[unarmed]</option>
</select>
<label for="wclass">Weapon Class:</label>
<output id="wclass" name="wclass">Unarmed</output>
<label for="wsm">Base Speed:</label>
<output id="wsm" name="wsm">0</output>
</div>
<div class="spacer"></div>
<div class="heading">Gear IAS</div>
<div class="settings">
<label for="weaponIAS">On-Weapon IAS:</label>
<span><input type="number" id="weaponIAS" name="weaponIAS" value="0" min="0" oninput="RecalculateTables();">
(enter integer value — e.g., 25 for "25% IAS")</span>
<label for="nonweaponIAS">Off-Weapon IAS:</label>
<span><input type="number" id="nonweaponIAS" name="nonweaponIAS" value="0" min="0" oninput="RecalculateTables();">
(enter integer value — e.g., 25 for "25% IAS")</span>
</div>
<!--
removing this since mana cost tests show the output is correct without it
<div class="spacer"></div>
<div class="heading">Display</div>
<div class="settings">
<label for="counttick0">Count Tick0?:</label>
<span><input type="checkbox" id="counttick0" name="counttick0" oninput="RecalculateTables();">
<span class="tooltipwrapper">(<a href="#" class="hastooltip">what?<span class="istooltip">Should the neutral frame at the beginning of the attack animation be counted towards FPA? Traditionally, the D2 community has <em>not</em> counted this frame. But it is necessary to accurately compute attacks per second or damage per second.</span></a>)</span></span>
</div>
-->
</form>
<div class="spacer"></div>
<div class="sectionwrapper">
<div class="heading">Output</div>
<label for="displayeias">EIAS:</label>
<output id="displayeias" name="displayeias"></output>
<div class="spacer"></div>
<div id="normalattackchart" class="chartwrapper">
Normal Attack<span id="feralragelabel"> / Feral Rage</span><span id="fireclawslabel"> / Fire Claws</span><span id="maullabel"> / Maul</span>:<span id="dualwieldnormalattackwarning"><br>(Warning: Wereform normal attacks are totally bugged while dual wielding. After one successful attack, <em>every</em> attack will miss until you change weapons, exit wereform, or return to town.)</span>
<table class="fpachart">
<thead>
<tr>
<th>Off-Weapon IAS</th>
<th>EIAS</th>
<th>Action Frame</th>
<th>Frames Per Attack</th>
</tr>
</thead>
<tbody id="normalattackchartbody">
</tbody>
</table>
</div>
<!-- As per Waren1001's testing, Feral Rage now behaves like normal attack in 24. PTR2
<div id="feralragechart" class="chartwrapper">
Feral Rage:<br>
(note: Feral Rage uses the normal attack's FPA if it misses)<span id="dualwieldferalragewarning"><br>(note: When dual wielding, the secondary weapon is not used <em>at all</em>. It never strikes and has no effect on attack speed.)</span>
<table class="fpachart">
<thead>
<tr>
<th>Off-Weapon IAS</th>
<th>EIAS</th>
<th>Action Frame</th>
<th>Frames Per Attack</th>
</tr>
</thead>
<tbody id="feralragechartbody">
</tbody>
</table>
</div>
-->
<div id="furychart" class="chartwrapper">
Fury:
<table class="fpachart">
<thead>
<tr>
<th>Off-Weapon IAS</th>
<th>EIAS</th>
<th>Action Frames</th>
<th>Frames Per Attack</th>
</tr>
</thead>
<tbody id="furychartbody">
</tbody>
</table>
</div>
<div id="bitechart" class="chartwrapper">
Hunger<span id="rabieslabel"> / Rabies</span>:
<table class="fpachart">
<thead>
<tr>
<th>Off-Weapon IAS</th>
<th>EIAS</th>
<th>Action Frame</th>
<th>Frames Per Attack</th>
</tr>
</thead>
<tbody id="bitechartbody">
</tbody>
</table>
</div>
</div>
<div class="intro">
<p>
This calculator is for wereform IAS breakpoints in the second Player Test Realm for Diablo2 Resurrected 2.4, and likely for the final 2.4 patch as well.
As of calculator version 2.0, the results have been reasonably well tested, and the calculator is believed to be 100% correct.
</p>
<p>
<span class="heading">Key Notes & Assumptions:</span>
<ul>
<li>
Wereforms attacks now use the ordinary EIAS calculation.
</li>
<li>
Wereform attacks use the animation speed from the applicable human form's normal attack instead of that wereform animation's specified animation speed. A slowing factor is applied based on the ratio of the wereform's normal attack animation's length to the applicable human form's normal attack animation's length. The overall effect of the animation speed swap and the slowing factor is to equalize the overall duration of the wereform's and human form's normal attacks. (This is based on the character's class, so, e.g., a bear-sorc's animation speed and slowing factor are computed based on the Sorceress's normal attack.)
</li>
<li>
The same animation speed and slowing factor are used for bite attacks, even though they use a different animation. (Presumably the same is also true of the alternate normal attack animation, in the rare cases where the two normal attack animations' lengths would differ.)
</li>
<li>
The special starting frame values for Amazon's and Sorceresses normal attacks are applied directly to the wereform attacks <em>without</em> pro-rating them by the slowing factor.
Therefore they are slightly faster than the human form attacks.
</li>
<li>
The EIAS cap is increased to +150 while in wereform, as stated in the patch notes.
</li>
<li>
The rollback on Fury has been reduced from 100 to 70. (This is verified by extracting skills.txt from the PTR game data. The "40% faster" in the patch notes is wrong.)
</li>
<li>
Feral Rage no longer has its traditional quirk that, if it hit, the animation speed was doubled for the remainder of the animation. It now matches the normal attack animation regardless of whether it hits or misses.
</li>
<li>
Dual wielding behaves differently than before. Summary: Dual wielding is useless.
<ul>
<li>
Wereform normal attacks are totally bugged while dual wielding. After one successful attack, <em>every</em> attack will miss until you change weapons, exit wereform, or return to town.
</li>
<li>
For wereform attack skills while dual wielding, the secondary weapon is not used <em>at all</em>. It never strikes and has no effect on attack speed.
</li>
</ul>
</li>
<li>
There has been a small change to the fundamental attack speed calculation,
likely due to D2R using a modern C++ version and compiler,
that may move some breakpoints by 1 EIAS (relative to their location in legacy D2)
when EIAS (excluding the base 100%) is a negative value.
</li>
</ul>
<span class="heading">TODO List:</span>
<ul>
<li>
Add input knobs for slowing effects.
</li>
<li>
Expand calculator to general-purpose IAS calculator for all classes, skills, etc.
</li>
<li>
Add breakpoints for FHR, FRB, block timer, FCR.
</li>
</ul>
<span class="heading">Credits:</span>
<ul>
<li>
ChthonVII: research, math, code
</li>
<li>
Warren1001: empircal testing, math
</li>
</ul>
</p>
<p>
Source code: <a href="https://github.com/ChthonVII/d2r_24ptr2_wereform_calculator" target="_blank">https://github.com/ChthonVII/d2r_24ptr2_wereform_calculator</a>
</p>
</div>
</body>
</html>