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Chipping Optimizer Tool

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Old 06-21-2007, 15:57   #101
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Quote:
Originally Posted by BlackHawk View Post
Great tool.
I have one comment and some sugestions.
HP calculator has 1 HP error in my case, but as it is, is great. If any of you think it would help, I can give you screens with my skills so the function can be better interpolated.
A section with curent skills value, would be much apreciated.
The text boxes we have to fill I suppose are in a table or in a list - depends on whant CSS or html u use. U could change the background of succesive rows for better reading, beacause you have to be extra carefull not to fill a diferent skill box.
I can't upload the skills on PE-wiki, but a way of saving the skills and adress them from my PC with cookies or something would be verry nice. Ofcourse, if is to much trouble, you don't have to implement all that. Is great as it is.
The posibility calculating the efect of chipping a particular skill would be nice. Now we have to use a hac to do it... It works only if you empty all other skill boxes, take the final value of TT chip you whant to chip, copy that and then fill all the other boxes with corect values... Lot of work
Thanks for all the suggestions, blackhawk. All of them are noted in the to-do list (which is growing, and growing... )...

Just one comment regarding the storage of avatar skills; I don't know if it is really useful to upload the skills from a local archive in the user's computer, because, the real problem is that the tools that people are using to parse the skills screenshots seem to be not working atm due to the change in the fonts used ingame. So you must manually update the local file yourself, after all.

What I am doing right now (for my own skills) is to keep them stored (and updated) in the tool's database. I don't know if this could be a desirable feature for other people; this way, the skills can be stored and updated directly in the tool's database instead of retrieving them from pe-wiki. Of course the possibility to import them from pe-wiki would be still there. I think this behavior is pretty similar to what entropiatools is doing.

Obviously, people could type them manually in wiki as well, and then import them from the tool, but I know for a fact that some people has expressed their concern to make their skills publicly available in pe-wiki. So, this options would allow them to keep their skills anonymously stored in the tool.

In any case, if anybody feels that this could be a nice-to-have feature, just let me know. Otherwise, I'll leave it as it is with the current two options:
- typing manually the skills
- importing from pe-wiki
and I'll focus on other features.

/jdegre.
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The Chipping Optimizer Tool

Skill Scanner
Automatically extract your skills from in-game screenshots
Now updated for VU 10 !!

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Old 06-21-2007, 16:06   #102
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Quote:
Originally Posted by Pretender View Post
yes, i noticed it too, there is 1 hp difference (check just after i got hp up, and after filling in all the skills it said 1 below what i had...maybe the tool can show a decimal value to the hp to allow spotting the error margin, and how far i am away from another hp?
I'm aware of that deviation in HP. Part of it is caused because the %'s of each skill/attribute contribution is not known with 100% accuracy. I cannot help much in that, except contribute as everybody else to the thread where people are discussing it.

Another factor is the decimals and rounding issues. Decimals are not supported in the tool, because I never considered as an important issue; with skill values, those decimals do not account for much, but with attributes the error is much higher.

Also, HPs are rounded as "floor" not as "round", so if the tool gives 139.99 when you actually have 140.01, you will see 139 in the tool.
However, all internal calcs are done with decimals, obviously; so if the tool gives 139.99 as your HP (internally), it will show 139, but it will calculate correctly the chipping up to 141 as 1 HP, not 2.

I'll consider the possibility to show HP's with 1-2 decimals, although I would not like to confuse people and make them think that you can enter decimals too in your skills/attribute values.

/jdegre.
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Old 06-22-2007, 08:34   #103
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You could have the HP in levels just like skills,, and mulltiplied by 100.
So 16529 hp would actualy mean 165.29 HP. It may confuse people to begin with, but I'm sure they will figure out...
The option with storing the skills in your database and eventualy a login option, would be great, but Iimagine is it time and web space consuming, and this is the reason I did not sugested that one. Actualy it was the first thing in my mind.
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Old 06-22-2007, 08:54   #104
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Quote:
Originally Posted by BlackHawk View Post
You could have the HP in levels just like skills,, and mulltiplied by 100.
So 16529 hp would actualy mean 165.29 HP. It may confuse people to begin with, but I'm sure they will figure out...
The option with storing the skills in your database and eventualy a login option, would be great, but Iimagine is it time and web space consuming, and this is the reason I did not sugested that one. Actualy it was the first thing in my mind.
Most probably I'll end up displaying the HP with two decimal places; I agree it is really useful to see how close you are to the next HP. However, I'll keep the restriction to enter only integer values in the target and skills input boxes.

Regarding the storage of skills, the space consumed is peanuts; the only concern I had was to waste effors developing something that is not really needed, because there are other features that I think are much more desirable in the short term, and I almost cannot find the time for those.

But I'll hear (and welcome) all suggestions, of course.

/jdegre.
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Old 06-22-2007, 10:12   #105
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Work around has been found for NRF. We're able to catch skills again setting the entropia.exe file to win 2k compatability mode. Just thought I would let you know seeing as how I would like to have a little privacy with my skills at this point too. Don't really wanna update wiki for public view anymore either.
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Old 06-22-2007, 14:28   #106
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I use this everyday..great program
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Old 06-22-2007, 14:39   #107
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Originally Posted by Ice Viper View Post
I use this everyday..great program
Lol chipping in everyday?
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Old 06-23-2007, 22:50   #108
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I have introduced the possibility to add custom prices for the skill implants.

The new prices are set by selecting a "tab" called "Chip Prices", and there you can set your own markups, based on in-game prices, or whatever criteria. If you are not interested in setting your own prices, the tool can be used as always.

Once you have defined you own prices, don't forget recalculating the target that you were working on. The implant prices will be displayed as gray if they have their default peauction.com price, or bold blue if they are overriden by a custom price.

I have added this new feature as soon as possible, because many people has been really asking for it (in PM), because it is close to impossible to find implant prices at peauction.com's prices, and therefore the recommendations were not as useful as they could be, if more realistic prices were considered.

Even more important, when those new prices are set, the recommended skill set for chipping can be totally different (not only the amount to chip for each skill, but also the subset of skills to be chipped).


I have also added minor cosmetic changes, such as the alternate row colors to improve the readability of the tables.

Oh, and HPs are now shown with 1-2 decimal places.

Enjoy,
/jdegre.

Last edited by jdegre; 06-24-2007 at 00:27.. Reason: Forgot about the HPs
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Old 06-23-2007, 23:09   #109
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great tool

+rep
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Old 06-24-2007, 00:05   #110
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Quote:
Originally Posted by chielsen View Post
Lol chipping in everyday?
Its a tool with a variety of uses, chipping priorities is only one. Looking at what levels are needed to reach level X, seeing how much you save by doing it yourself, or perhaps setting you straight in sticking with only 1 profession if the goal is to reach skill unlock Y

Jdegre - The animal and human investigators seem to be right on, although the mutant is a touch off. Also, Id like to share levels once I gain more experience in Xenobiology so its effectiveness % modifer can be determined. Whats a good level to examine Xeno?

Bump for an awesome tool!
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