Talk:Damage Calculator/@comment-11753608-20130825054805/@comment-11753608-20130827022831

Well fuck me bro it looks like you got most of this sorted out already. We should use yours next update and I am not kidding about that. I was going to suggest some type of AND function to check the mob name and hit box on two lines but that Concatenate function you found works and is probably more brief in the equation itself. And since you have your enemy page already set up, roll with it.

The only suggestion I have is trying to consolodate the information typical users need to the left since the interface is so long. My thought would be to move Mod, damage, armor ignore, base damage, down in column A and B and maybe eliminate the dead cells. Then put your weapon and enemy inputs right on top of those first thing.

This would allow you to bump the Weapon mod headers to the top and move what you currently have labeled damage mods right below it and above the other ones. Then you might be able to swap the attack stats and the faction mods.

Anyway, that is just a thought. It keeps the input fields front and center and fronts the ones people care about the most - the damage mods.

I am serious about this being posted as the next version. I have no delusions of grandure nor do I have a monopoly on this page or resource. Seems to me that you have a superior product.

Things missing:

1.  Damage to Shields output. This is important if you want a Hits to Kill output and it also changes your average DPS outputs if you do them like I did.

2.  Hits to Kill column. Easy to add once you settle on what you are figuring in.

3.  Meta-Averages. I think people like these because they provide a quick At-A-Glance output that people can use to assess decisions between mod choices. The difficult part is deciding what information you want to include or but the equations are not tough compared to the damage outputs.