This is a good tool. A few weeks ago I made a spreadsheet that does the same thing, but I've only shared mine with a couple friends.

I see that your tool is off by 1 or 2 and I'm pretty sure I know what's wrong. In the formula you have to floor both the enchantment bonus and masterwork bonus before adding them together.

ie. for a weapon at 1%:
Bonus = floor( Attack * .03 * Enchant lvl ) + floor( Attack * .01 )

Add that in and your numbers should be perfect every time.

This is a good tool. A few weeks ago I made a spreadsheet that does the same thing, but I've only shared mine with a couple friends.

I see that your tool is off by 1 or 2 and I'm pretty sure I know what's wrong. In the formula you have to floor both the enchantment bonus and masterwork bonus before adding them together.

ie. for a weapon at 1%:
Bonus = floor( Attack * .03 * Enchant lvl ) + floor( Attack * .01 )

Add that in and your numbers should be perfect every time.

Despite what's actually displayed, the actual value when used to calculate the attack stat floors the sum of both, which I found out when trying to simulate damage use stats from your character screen. Of course, this information isn't particularly useful when determining the masterwork percentage.

This is a good tool. A few weeks ago I made a spreadsheet that does the same thing, but I've only shared mine with a couple friends.

I see that your tool is off by 1 or 2 and I'm pretty sure I know what's wrong. In the formula you have to floor both the enchantment bonus and masterwork bonus before adding them together.

ie. for a weapon at 1%:
Bonus = floor( Attack * .03 * Enchant lvl ) + floor( Attack * .01 )

Add that in and your numbers should be perfect every time.

I've already experimented with different kinds of rounding that the game might employ, including the one you suggest. I agree with your intuition that because the error seems to stretch as far as +/- 2, there seems to be two roundings going on. Sadly though, using flooring as you suggest doesn't improve accuracy, in fact, I've found the error to increase to +/- 4 in some cases when I tried this hypothesis. Hm.. but on second thoughts, I better try this hypothesis again, I could have made a mistake collecting data.

Thanks for the suggestion, I appreciate the feedback.

Update:

I did indeed make a mistake, I've just rechecked my data and with the corrections the flooring you suggested seem to fit all of it.

Thanks for making me unsure enough to have me recheck this!

The tool has been updated and should now produce exact green numbers.

Edited by: Korroz
about 4 years ago
- Reason: Updated response.

What is the point of this tool? It seems to imply that there are different strength of Masterwork. Is that the case? If so is it possible to get a +3% after you've already rolled a +1%? What would the procedure for this be?

What is the point of this tool? It seems to imply that there are different strength of Masterwork. Is that the case? If so is it possible to get a +3% after you've already rolled a +1%? What would the procedure for this be?

Rerolling. It keeps the masterwork status once obtained.

What is the point of this tool? It seems to imply that there are different strength of Masterwork. Is that the case? If so is it possible to get a +3% after you've already rolled a +1%? What would the procedure for this be?

Yes, there is a bonus applied in addition to the enchantment bonus when an item is masterworked. This bonus can be either 1%, 2%, or 3% of the base stats. Once an item is masterworked, you can never lose masterwork, but you must use master enigmatic scrolls and intricate identification scrolls (it will error if you try to use common scrolls). Each time you reroll the stats, the masterwork bonus is rerolled as well.

Or you can just calc it yourself instead of trying to punch numbers into a website

That's what I said. Until I got tired launching my calculator and punching in 4 numbers and 3 operands for other people. So I made a website that people could instead visit and punch in 1 number and get the same result.