MME How-To: The Weapons Tab

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syntax
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MME How-To: The Weapons Tab

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The Weapons Tab:
weapons-basic-info.png
  • (1) GLOBAL FILTER + USE CHARACTER: This is a core function of MME. When this is turned on, the current character's class, race, level, +/- stats, etc, can and will effect the display of data throughout MME as it will attempt to show you how the game will interact with the currently loaded/configured character. If you want to view raw data, turn off the global filter.
  • (2) Refresh/Apply & Remove Filter: The funnel will apply/filter the list of weapons. The (X) will remove all filters and show all weapons (even those the current character/class cannot use). Clicking apply filter with the global filter turned on (and a configured class) will only list items usable by that class at the specified level.
  • (3) Additional filtering options: The options in this area allow you to further filter the list of weapons (in addition to the global filter, if enabled).
  • (4) Detail area: This area will display details about the selected weapon. The damage/swing information will depend on if the global filter is enabled and/or the currently loaded character.
Notes...
  • It is important to note that, throughout MME, information displayed in table form, like the list of weapons in this example, does not dynamically update with your character. Meaning, if you adjust your stats, you'll need to click the apply/filter button to refresh the information in the table to reflect how the weapons will perform with your new stats.
  • Note how in the detail area it is showing the weapon damage @lvl 255. MME dynamically determines the max level for the current database and will show items and spells at max level when the global filter is disabled.
  • As mentioned above, the global filter takes precedence when enabled. So, even if you have the "2H Sharp" checkbox enabled on the weapon filter options, if you have a class selected in the global filter that cannot use that weapon type, they will still be filtered out. However, you can use the filters here to further filter the weapons.
  • Note also, because the global filter is off in this example, all weapons are shown at 5 swings and the damage is bare, with no crits and 100% hit rate, etc

Applying the Filter:
weapons-basic-filter.png
  • (1) Enable the global filter, enter a character level, and have a class selected (race and stats help too).
  • (2) Click apply filter and we will get a list of weapons usable by that class and level.
  • (3) The damage, swings, etc will all be reflected as if the currently configured character was using the weapon.
  • (4) Likewise, the detail area will show how the current character will perform with the weapon against a practice dummy with no AC/MR and no limits on hit cap, etc.
Notes...
  • Note how the weapon damage between the first and second screenshots changed from 50 damage per round down to 42 and 32. This is due to the current character only able to swing the weapon 3.9 times per round versus the 5 when the global filter was off and a max level character was used. Also note how the "Dmg/1st" damage (1st round) is different from the average damage per round. This is due to the fact that the character only swings 3 times on its first round.
  • Behavioral note: If the global filter is enabled and you unfilter the weapons, the unfiltered weapons will still show stats in the table reflective of the current character. If you don't want this to happen, turn off the global filter. (Considering a change to this behavior)

Calculating Combat Damage:
weapons-combat-applied.png
  • (1) Finally, enable the "Calc Combat" option and specify an AC/DR to calculate against and click apply filter. You can also specify the type of attack you want to perform. Note that different attacks have different accuracy adjustments to them (mme will calculate this for you)!
  • You will see the damage update with the AC/DR considered. (2) The Min/Max changes from 6/15 to 5/14 due to the 1 DR. (3) The damage/round is reduced from 42/32 down to 17/13. (see #4)
  • (4) In the detail area, we can see that the damage reduction is a result of only a 40% hit chance versus the 50 AC we specified (42x0.4=16.8 or... 42 damage down to 17)

Other things you can do...

Calculate Multiple Attack Types
Use the "Maximum Effort!" option to calculate multiple attack types at once to compare damage and details.
weapons-maximum-effort.png

Mystic Attacks
Select Martial Arts from the Calc Combat dropdown.
weapons-mystic-attacks.png


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