Zylli's Omega Calculator
Created by Zylli
For help, see the Sourceforge page.
If you paid for this program or downloaded it from a site other than Sourceforge, let me know by sending a message to /u/zylli42 on Reddit.
If you find a bug, send a message to /u/zylli42 on Reddit or Zylli on the MH forums.
The goal of this calculator was to make it simple to obtain a list of best-DPS Omega abilities for your character. It assumes you have no Omega abilities to start with and I do not plan on making it function otherwise. The calculator performs simple evaluations of which Omega ability will increase your DPS the most per Omega point spent, and which rank is best.
The program may seem to skip certain prerequisite nodes. This is normal. The costs are included in the calculations.
Procs are limited at this time. If you would like to help test procs so I can include more of them, contact me.
Pet damage is difficult to calculate and if you depend on summons for DPS, this calculator isn't for you.
-----How to input your numbers-----
The game calculates attacks by looking at the damage type and attack type flags for each attack. If an attack does physical damage and is a melee attack, it gains bonuses from physical base damage, physical damage rating, melee base damage, melee damage rating, base damage to all attacks, and damage rating to all attacks. The damage rating and base damage to all attacks are listed as just "Damage Rating" and "Base Damage" on the character sheet. These go in the All fields on the calculator.
Damage rating from your character sheet displays anything that isn't a proc unless you're in combat and have triggered that proc. You should add procs to the fields in the calculator, especially if they are up all the time. An easy test is to go into combat with the test dummy and look at your character sheet while in combat.
Your attack speed should be entered as seen on the character sheet. There are diminishing returns applied to all of your bonuses and the program will reverse-diminish them before calculating if an attack speed Omega ability will increase your overall DPS.
A checkbox allows you to skip attack speed Omega abilities. If you know your animations are locked or you don't want attack speed for whatever reason, uncheck this.
For damage type weighting, you can enter any numbers you like. They don't have to add up to 100. They should simply represent the ratios of damage types and if they are melee or ranged attacks. Currently, area damage rating and base damage is not displayed on the character sheet. It will be added to the calculator if that changes.
Critical and brutal ratings can be copied from your character sheet. Include procs again. For bonuses to a damage type, use your judgement. Instead of making a ridiculous number of input boxes, my calculator lumps all of the crit bonuses together. Rest assured, if a crit/brutal bonus only affects one damage type, it won't suggest you take that unless it will truly benefit you.
Bonus chance fields are for certain bonuses which add a flat percent to your critical and brutal chance. Hero Synergy bonuses and Hela blessings are an example of sources of these bonuses. They are not displayed on the character sheet and must be added manually.
The trigger check boxes are important. Check the boxes to include Omega abilities which are activated by those triggers.
You can change the Omega point maximum if you want. For example, if you want to reserve some points for defensive nodes, decreasing the calculated Omega points can assist in doing so.
-----Editing The Omega Table-----
Version 2.0 added the ability to add/edit nodes without changing the source code. The CSV file is created in %Documents%\MHOmegaCalc on first launch.
When importing or exporting with a spreadsheet program, use comma separation only. Do not count spaces as cell separators. The spreadsheet must be 35 cells wide. If your values occupy cells beyond this, you may have used incorrect cell separators. In a spreadsheet program, the last column is labeled "AI".
Be careful when editing. Everything must be precisely edited or your calculator results will be skewed. If a value is 1 percent in-game, then the spreasheet value is "0.01".
If you are adding a new category, it should be self-explanatory in the spreadsheet. The numbers point to the index number of the node.
The index number is for your reference. They aren't directly used in the calcluator. The calculator does build its own internal index of the Omega table. If an index number is off on the spreadsheet and you used the incorrect index, the calculator won't know it and will assume you had the correct index. I suggest you keep the index numbers in order in your spreadsheet to avoid confusion.
Name is self-explanatory. This is the Omega ability name.
Current Rank should be 0 unless some special situation arises.
One Time Cost requires some math. Using Implanted Satellite Interface as an example, the first rank costs 100 points but the second rank costs 70 points. Each rank after that increases the cost by 5 points. To get the one time cost for this node, subtract the cost increase per rank from the second rank of the node and that is your first rank cost. The one time cost is the difference betweeen that and the displayed first rank cost. To put it another way, the normal first rank cost would be 65 points, but there is another 35 added on. That is the one time cost. Further ranks are 65 + 5 per rank.
One Time Cost also includes prerequsite nodes that are not in the spreadsheet due to not having any DPS-altering stats. Photographic Reflexes has a one time cost of 100 points because you are required to put one point in Pain Processing Reduction.
Melee, Range, Physical, and Mental Modifier refers to how much a node affects those types of attacks. Generally, this is 0 or 1, though other values can be used. If a node affects all damage/attack types, do not use 1's in all five categories. Only use them in the damage type or the attack type. For example, Sabretooth has 0 melee and range modifier, and 1 in physical, mental, and energy modifier.
Hybrid columns refer to nodes that require one damage type to trigger another. Values should be 0 or 1 in these columns. If you entered 0 in a weight for a damage type, then it is assumed you can't use hybrid nodes which use that damage type. For example, Mjolnir increases energy damage after you hit with a physical attack, so it has physical and energy hybrid set to 1.
Crit and brutal columns are self-explanatory. Stats like Fighting are converted to their raw values at the level cap.
Triggers are 0 or 1 and should be self-explanatory. If you need to use a movement power to trigger something, add a 1 to that column.
Prerequisite paths are critical to get right. The "null" node needs to be there for prerequisites to point to "nothing". The numbers point to the node index and need to include all prerequisites that are in the table, not just the one before it.
If you add a row to the spreadsheet, this will cause all prerequisite pointers to be off by 1 for all nodes below where you added the row. Be sure to edit them appropriately.
-----Change List-----
V1.0
Release
V1.1
Fixed Box not having a prerequisite.
Changed the way damage rating and base damage was calculated. This was causing too much preference to be given to damage rating and base damage.
Added developer mode in the source code for troubleshooting. Not available if you just use the .exe file.
Changed the way the list of Omegas is shown if multiple of the same Omega get selected.
Fixed the "?" button being disabled after letting Calculate All finish.
V1.2
Fixed a bug in the way attack speed was evaluated and calculated. This resulted in the calculator picking things that didn't increase DPS as much as nodes like Warpath, and it even showed Arcane Attunement as a DPS increase.
Modified the developer mode a lot to help me narrow down this bug.
V1.3
Brutal damage was completely broken and crit damage was partially broken. Warpath can Melt Face now!
Stat bonuses from already-selected ranks of nodes were being added to DPS along with new ranks in the evaluation of nodes.
Changes for this version resulted in a longer list. A future version will have to consolidate the long list.
V1.4
Due to requests, several nodes have been changed, modified, or disabled. Some missing nodes were added. If a node you use was changed or disabled, modify the table in the source code. A future version will make it easier to add, remove, or change nodes.
All disabled nodes were changed by modifying the columns which determine how the nodes benefit damage or attack types.
Disabled: Box, Daredevil, Silencers
Changed: Tactical Pistol halved and no longer combined with Vanquish Rifle which is no longer in the calculator. Photographic Reflexes fixed to .1% attack speed per rank.
Added: Psionic Overload, Cerebro, Xerogenesis
V1.41
Fixed an issue where attack speed was considered in the node evaluation if a prerequisite node had it when attack speed was unchecked.
Attack speed bonuses will no longer be added to stats if the checkbox is unchecked.
V1.5
Re-designed the UI and overhauled the equations and omega table to make the calculator function almost exactly like in-game mechanics. Before, attack types were combined. Now, they are separated. This means you will need to enter weights for physical/mental/energy, AND melee/ranged if you want accurate results.
Area damage rating and weighting is not included in this version. The character sheet lacks area damage rating, so I'm not going to include it in the calculator unless there is a demand for it.
Psionic Overload disabled due to complaint about the health loss.
Xerogenesis proc enabled at 50% uptime after testing it. If I get people to test more procs, I can include them. Contact me first.
V1.51
Fixed node prerequisite indexes being off due to nodes being inserted in the middle of the table in V1.5.
Adjusted the way damage rating is calculated and displayed to reflect the character sheet more accurately.
Fixed a bug with attack speed being set to zero.
V1.6
Added a button to toggle between the calculated order of acquisition list and a summary of all nodes taken.
Added a button to save the build to a text file.
V1.61
Version 1.5 changed the way attack types and damage types were calculated. Nodes which affect all attacks were being granted bonuses to damage types and attack types, effectively making the calculator think they were double-effectiveness. Revised the Omega table and changed some lines of code to fix this.
V1.7 (not released)
Added ability to save/load base stats for heroes. Thanks to ZorroTheBug@ for his work on this feature.
Removed button which calculates once. If this feature is still desired, hold shift when clicking the calculate button.
V2.0 (includes save/load from 1.7)
Versioning will now be incremented before the decimal for major changes (new features) and after the decimal for bug fixes or minor changes.
On launch, the program will save a csv file with the Omega tables to %Documents%\MHOmegaCalc if the file does not exist.
The program will attempt to load the csv if it does exist. If you have edited the file and the program no longer launches, delete or move your custom file.
V2.1
Fixed a bug with Critical/Brutal Bonus percentages not loading correctly.
Fixed a bug with Northstar so it identifies by Omega node name in custom csv files.
V2.2
Fixed a typo that caused 2.1 to crash.
V2.3
Added DPI support for non-standard DPI settings.
V2.4
Updated default Omega table to reflect game changes. Added check for V2.0 Omega table file.
V2.41
Fix for Neurorobotics cost being zero and damage rating being in base damage column.
V2.42
Added hybrid checks to make Counter-Earth and Chitauri Prime work properly as long as you have the appropriate damage type weights greater than zero.
Fix for ExTechOp Cybernetic Body damage rating value in default Omega table.
Added check for V2.4 Omega table. This version will replace V2.4 Omega tables after a prompt, similar to what V2.4 did for V2.0 tables.
V2.43
Fixed bug with Counter-Earth