Calculator
FAQ:
What are Hexa Stats?
Hexa Stats are part of the Sixth job advancement that came in Nov 2023 (GMS).
There is a page from the KMS wiki on Hexa Stats: https://en.namu.wiki/w/HEXA%20%EB%A7%A4%ED%8A%B8%EB%A6%AD%EC%8A%A4#s-2.2
Kobe also did a video on Hexa Stats: https://www.youtube.com/watch?v=U7bmPlch6o8
How much would it take to reach x level on main stat?
The page from the KMS wiki on Hexa Stats addresses this: https://en.namu.wiki/w/HEXA%20%EB%A7%A4%ED%8A%B8%EB%A6%AD%EC%8A%A4#s-2.2.1
Hence I do not currently feel the need to add this calculation/simulation in.
Changelog:
18 Aug 2024:
- Added simulation and optimisation for multiple nodes.
- Although only the second stat node is released in kms, I am using the same logic for the future 3-6th stat nodes where the previous nodes must be at max level (20).
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Removed comparing stat nodes since that doesn't work well with multiple nodes, and the FD is from the whole group rather than a single node.
11 Dec 2023:
- Added FD% statistics alongside the ratios.
- Added more to FAQ and tasks section.
10 Dec 2023:
- First version publicly released.
Tasks:
Known but not doing:
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Add an option to input the actual stat values for each type (att/stat/crit dmg/boss dmg/dmg/ied) and calculate their FD% per unit from that.
I'll admit that I didn't think about this until it was raised as a suggestion. However, after pondering about it, I don't think it would be that straightforward as it sounds:
- Total secondary stat would be needed as well, since that is factored into the 'stat value' for damage output.
- Additional inputs from the user would be needed for Xenon and DA since their stat formulas are different. This would also make this calculator unable to support a class with a totally new formula until implemented.
- Finally, the input would have to be when fully buffed, e.g. gskills, potions, fams, etc.
So I'm not really talking about the logic to implement, but more so that users would have to prepare more to input more fields.
Using the generic calculator linked would save those fields upon reopening, but this webpage would need users to input everything again.
Hence I don't think I'll ever implement it.
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Make a better UI.
I'm just lazy to learn more about frontend at this point of time.
This repository is open source, so if somebody wants to make a pull request I would be open to merging it.
Explanations:
These are here for people to check my logic so that if I am operating on wrong assumptions, they can be corrected.
How the FD% is calculated for a stat type given 1 unit of FD%:
With ied being one source, every stat type increases the FD% they give linearly. So after getting the number of units the stat levels would give, multiply that by the FD% per unit input.
How the FD% is calculated for all the stat nodes:
Other than boss dmg and dmg being additive with each other, every other stat (att, stat, crit dmg, ied) is independent of each other. After adding the FD% of boss damage and damage, everything can be multiplied with each other.
The decision to split up FD% for boss dmg and dmg, instead of just multiplying boss dmg's FD% by 0.75 for dmg:
The math would work out if we consider only calculating for hitting against bosses. But I wanted to keep it open for if people wanted to optimise for mobbing so they can put 0 FD% for boss dmg, while dmg still having some value.
Credits
Format is heavily inspired by SuckHard's calculators. Example:
https://brendonmay.github.io/starforceCalculator/
Also thank you to them for confirming that I can look at the original UI code and which library to use, it really helped me to get a working UI.
It still looks very basic, because of my own decision to not think too much on the frontend.
Values of levelling stat lines are taken from:
https://en.namu.wiki/w/HEXA%20%EB%A7%A4%ED%8A%B8%EB%A6%AD%EC%8A%A4
Damage formulas for stat types are taken from:
https://strategywiki.org/wiki/MapleStory/Formulas