• DotaCalc - theorycrafting tool
    9 replies, posted
DotaCalc is an Open Source tool to compare different heroes/itembuilds with each other. You can create heroes with different items and compare a wide variety of stats of these heroes. It aims to be a tool for easier theorycrafting. Feel free to post bugs or any difficulties you encounter. This program is still in an early stage and I will try to add features constantly, suggest some! Screenshot: [url]http://i.imgur.com/27gTPGu.png[/url] DL: [url]https://sourceforge.net/projects/dotacalc/[/url]
Is there an option to see stats with activated items (Armlet, MoM), and is RNG (crits, chain lightnings etc.) taken into account when calculating DPS?
you can either equip the item in on/off form crits and chain lighting are not taken into account yet, but i am currently working on it - some of it is already in the source
Damn neat. Wish it had some stuff in terms of spells/cd/manacost/etc, but that's rather complex and hard to even compare given how different abilities can be. Just a quicky question, where do you gather data for this tool ? Because last I've heard Dota 2 Wiki had a little bug when it comes to hero stats.
[QUOTE=Tokagero;41671905]Damn neat. Wish it had some stuff in terms of spells/cd/manacost/etc, but that's rather complex and hard to even compare given how different abilities can be. Just a quicky question, where do you gather data for this tool ? Because last I've heard Dota 2 Wiki had a little bug when it comes to hero stats.[/QUOTE] I pulled my data from an API and verified its correctness, the item database is manually made by me with playdota.com data. I am planning to make kind of a "7th item" where you can set the stats freely to take aurae and stuff better into account. You have to look the exact stats for yourself then, but i think its a whole lot easier than implementing 400+ abilities.
sorry for double post ------ UPDATE v 0.2 - Added Bash (Bash is also considered for DPS!, takes only the Bash with highest damage) - Added Crit (Crit is also considered for DPS!, takes only the crit with highest damage) - Evasion is considered for Physical HP - Added the possibility to add/subtract stats from a hero at free will, so you can simulate own/ally/enemy aura! Screenshot: [url]https://a.fsdn.com/con/app/proj/dotacalc/screenshots/2.png[/url] UPDATE v 0.2.2 - Showing Evasion / BAT - Made BAT editable Download: [url]https://sourceforge.net/projects/dotacalc/[/url]
wow thats pretty cool nice job
Update v 0.3 ----------------- - FIGHT MODU! - You can let two heroes duel. (The result is approximative and by no means accurate, as it uses a very simplified model - it should give a good guess though) - accidentally removed "delete"-Button, he is back again! - fixed some itemdatabase bugs Screenshot: [url]https://a.fsdn.com/con/app/proj/dotacalc/screenshots/3.png[/url] Download: [url]https://sourceforge.net/projects/dotacalc/[/url]
Is health calculated so that 1.0 HP means 100 health? [IMG]http://i.imgur.com/OGT0EuD.png[/IMG] I set Axe vs AM and when I tested this in game, Axe won with ~100 health (first fight 113 hp, second fight 90 hp). So I guess the interface is just a bit off?
What would be nice if it also had like an attack queue. For example: Clinkz: Strafe, Attack, Searing Arrows, Searing Arrows, Searing Arrows, etc. Axe: Berserker's Call, Battle Hunger, Attack, Attack, Attack, etc. For disables, depending on the type of it, it could pause and do the default attacking (like with Berserker's Call), or it could just entirely pause and wait for the disable to wear off (i.e. Hex, Stun, etc.). For repeated orders, you could have like a few options: Using it for a certain time (i.e. for 5 seconds), using it a certain amount of times (i.e. using it 10 times), or when reaching to a certain point of mana (i.e. use it until no mana is left). Come to think of it, you could also make it use items/skills under certain conditions, such as using Skeleton Walk when it reaches 35% health (and assuming that he always goes behind the hero when using invisibility, and taking into account of the enemy's turn rate), Axe using Culling Blade when Clinkz reaches to 625 health, etc. (And of course, skill leveling assignment.) This would most likely be too complicated to do, but it'd be pretty sweet. [b]Edit:[/b] Also, apologies if this is not in the works since the past week, but I'd love to see this getting more features!
Sorry, you need to Log In to post a reply to this thread.