Calculator FAQ

Calculator Usage Note

While using the calculator, it's important to keep in mind that not all of the sigils, runes and traits affect attributes in the same manner as they do in-game.

For sigils, runes or traits that give certain bonuses, the bonus will be shown, even if the condition to trigger the bonus cannot be satisfied all the time. The assumption here is that by equipping the trait, you're interested in seeing how the trait affects your build. So for instance, if you're an elementalist, and you trait Obsidian Focus (gain 170 toughness while channeling a skill), the 170 toughness bonus will be added although no elementalist build channels skills all the time.

There are 3 exceptions to the above rule. First, For traits such as Bountiful Power where the +% damage depends on the number of boons, since the calculator is not currently equipped to determine the average number of boons over time, these traits do not currently add any damage bonus. Second, Traits that deal +x% when health is below y% do not currenly add any +% damage to the calculator. I know the actual +% damage in theory but to prevent confusion, they will not add any +% damage until I write up the article explaining the reasoning. Just to be clear, dealing +20% damage while under 50% health is not equivalent to a 10% increase in damage. Finally, Necromancer's Lingering Curse trait does not currently work due to its multiplicative stacking.

Frequently Asked Questions

Why is the attribute calculated here different from the attribute shown at the in-game hero panel?

Almost all of the differences could be explained by the calculator usage note above. For the lazy, the main reason is because

For sigils, runes or traits that give certain bonuses, the bonus will be shown, even if the condition to trigger the bonus cannot be satisfied all the time. The assumption here is that by equipping the trait, you're interested in seeing how the trait affects your build. So for instance, if you're an elementalist, and you trait Obsidian Focus (gain 170 toughness while channeling a skill), the 170 toughness bonus will be added although no elementalist build channels skills all the time.

The rest of differences could be explained by either

  • WvW bonus - Depending on the WvW points earned by your server, your character will have various attributes such as health added.
  • Rounding - The game rounds the final values while the calculator doesn't.
  • In-game tooltip bug - The game does not show the effect of certain bonuses, such as Sigil of Accuracy +5% critical chance on the hero panel.
Why isn't the Attack attribute shown?

To put it bluntly, attack is a meaningless attribute in terms of game mechanics. Direct damage calculation involves

Power × Weapon Strength

while attack is calculated as

Power + Weapon Strength
Will weapon skills be implemented? How about underwater skills?

Both weapon skills and underwater skills will be implemented but no firm ETA will be given. My plan is to strive for a tooltip that's more accurate than the in-game tooltip, and to do that takes tons of time as it requires close integration with traits and various attributes.

Will DPS calculations be implemented?

Due to gross inaccuracies in the tooltip for activation time, the vast amount of effort required to obtain the accurate activation time of a single skill (video record followed by frame counting), and various complications such as animation cancel, distance from target, etc., an accurate DPS calculation is currently not possible without the participation of more volunteers in the damage calculation project.

Regardless, after weapon skills are implemented, a measure of damage will be implemented. The damage measure is not exactly DPS in the strictest sense but it will be a good approximation for damage capabilities of each build.

Do you plan to make a mobile app out of the website?

While I'm indeed planning to expand the site user base and I'm interested in pursuing a mobile app, the calculator is currently not at a stable stage yet. There are quite a few major features missing from the calculator and until they are implemented, I think it is counterproductive for me to start making a mobile app.

With that said, a working mobile version of the site is something that I will work on soon.

Do you have any other plans for website other than build crafting?

Maybe, I started the site to help the community, and so I'm not averse to making utilities that will help the community. For instance, I'm considering making a utility to help coordination during guild bounty missions. But it is still just a thought (it will happen if I receive enough requests for it!).

I should add that if I do indeed make a utility, it won't be just a one-time implementation. Similar to the build calculator, I will keep improving it through feedback and my personal experience as a user and a player.

Theorycraft Quick Reference

Effective Power

Effective power allows you to make a quick comparison for damage output for different equipment setups with the following caveat:

  1. Direct damage only - all damage sources affected by the power attribute
  2. Same profession only - the comparison is inaccurate if we are not talking about the same profession
  3. Same weapon set only - the weapon set must be the same

As an example, suppose you are playing a dagger/dagger elementalist and you have 3 different equipment setups with the following effective power

  • 2000 - equipment setup 1
  • 2500 - equipment setup 2
  • 3000 - equipment setup 3
This means that
  • Equipment setup 1 does
    • (2500-2000)/2500 = 20% less direct damage than equipment setup 2
    • (3000-2000)/3000 = 33.33% less direct damage than equipment setup 3
  • Equipment setup 2 does
    • (2500-2000)/2000 = 25% more direct damage than equipment setup 1
    • (3000-2500)/3000 = 16.67% less direct damage than equipment setup 3
  • Equipment setup 3 does
    • (3000-2000)/2000 = 50% more direct damage than equipment setup 1
    • (3000-2500)/2500 = 20% more direct damage than equipment setup 2
Effective Health

Effective health tells you how much direct damage meant for a 1836 armor character you can take before going into the downed state. Unlike effective power, effective health gives an exact comparison for all professions.

Let's take Giganticus Lupicus as an example. Suppose one hit from Lupicus reduces the health of a 1836-armor character by 10000 (make-up number). So if your character has an effective health of 21000, that means it'll take 3 hits for Lupicus to down you from full health. The first hit reduces your effective health to 11000, the second to 1000, and the third hit puts you in the down state.

Damage Reduction

Damage reduction tells you how much direct damage meant for a 1836 armor character is reduced by.

Continuing from the Lupicus example above, if you have a damage reduction of 18.75%, then each hit from Lupicus deals

(1-0.1875) × 10000 = 8125 damage

Theorycraft Math

The formula for Effective Power is given by

Effective Power = Power × [(1 - Critical Chance) + (Critical Chance × Critical Multiplier))] × Damage Multiplier

To be clear, damage multiplier is the value seen in the "Damage" row of the calculator. If the "Damage" row shows a value of 21%, that corresponds to a damage multiplier of 1.21. The conversion of critical chance from percentage to decimal is the same.

The Effective Power formula can be simplified to

Effective Power = Power × [1 + Critical Chance × (Critical Multiplier - 1)] × Damage Multiplier

The formula for Effective Health (EHP) is given by

Effective Health = (Health × Armor)/(Reference Armor)

The formula for Damage Reduction is given by

Damage Reduction = (Armor - Reference Armor)/Armor

The reference armor used for both calculations are 1836, the lowest base defense for a fully exotic equipped level 80 character.

For a complete explanation of EHP and damage reduction, you can look up my post at gw2guru.