![]() NAME ATK_MIN ATK_MAX DIFFERENCE_ATK(MAX-MIN) ATK_SPEED ATK_GROWTH WEAPON_TYPE The database contains a table in the format: (the file weapondb.txt must be in the directory it/metin2/wiki/ relative to jacg.jar). Jar cvf jacg.jar it/metin2/wiki/weapondb.txt. (you must be in the same directory as jacg.jar). ![]() Jar xvf jacg.jar it/metin2/wiki/weapondb.txt The weapon database is a simple text file contained in the JAR package. Java -jar /path/to/jacg.jar Updating or editing the weapon database To use it, just double-click on jacg.jar, or type in the terminal: You just need to have Java SE7 or later the JAR file is the standalone package containing the tool and If you'd like the tool to be translated in English, pleaseĪsk me ( and I'll see what I can do. (former staff) and some other Italian Metin2 players, particularly AlbyElite. It was created by Son Gohan in 2013 and exploits a bunch of game formulas discovered by Son Gohan, Mystikal ![]() The Java Attack Calculus Gear is the latest-generation tool for Attack and Damage calculation in Metin2. Over 30 seconds the spell average DPS would be 10.Repository for the Java Attack Calculus Gear (Metin2 attack calculation tool) Spell example: base damage is 100, rate of fire is 1 spell per second, "clip size" is 1, you have 10 second cooldown time, so that's 10 second "reload time". Adding reload time and magazine size complicates things significantly, hence the present calculator. Weapon example: base damage is 35, the rate of fire is 4 shots per second, so DPS is 35x4 = 140 damage per second. A weapon with a short clip, but a very fast reload time due to easier handling might be preferable to a weapon with a large magazine of say, 60 bullets, that takes 3-4 seconds to reload. Of course, it is the combination of the two that finally matters. The larger the magazine, the longer you can fire without reloading, while the faster the reload speed, the less time you lose each time you reload. In our DPS calculator we give you the option to enter magazine size and reload time and we calculate your DPS over a 30 second period, thus giving you a better idea of your sustained damage per second than simpler calculations. pure DPSĬalculating DPS is easy when you don't care for reloading, but in most games you should care, as the magazine size and reload speed can make a huge difference when DPS needs to be sustained over prolonged periods of time, such as when fighting a really tough enemy or a boss fight. Incorporating all of these complications into a formula would make it quite long, and we have not yet reached the biggest complication - reloads. Whether normal distribution or uniform distribution or some other distribution is used to determine the probability depends on each particular instance, so in our calculator we just give you a range as an output. On top of the above, weapons usually don't have a fixed damage per shot, but a damage range, say 42-46 means that the weapon can deal any amount of damage between these numbers. Also, elemental effects can hit certain enemies harder, while doing close to nothing to others, depending on elemental resistances. In most games elemental damage is not percent of base damage, but an additional source of damage, unlike critical dmg which is, most of the time, expressed as a multiplier of the base damage. Less common, but still widely encountered are elemental effect modifiers which work similarly to critical chance, but there are some differences. The most common ones are critical damage, usually trigger on a given percentage of the shots (critical chance) using an RNG or PRNG. However, games nowadays are much more complex, and weapons will often have various modifiers attached to them and the complexity of our damage calculator reflects that. The most generic damage per second formula is: single shot damage * shots per second = damage per second and it can be applied to many different situations. ![]()
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