D&D 5E New Interactive DPR Visualization Tool


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G

Guest 6801328

Guest
In my simple one I didn't include any limited use abilities, but one thing I considered was "combats between short/long rests", and "average rounds per combat". That's the best way (I think?) to model the value of things like Action Surge, Superiority Dice, Rage, etc., esp. compared to zero-resource abilities like Sneak Attack.

On a related note, I like what you've done with the Advantage slider.
 

G

Guest 6801328

Guest
The back-end is implemented in R with the help of the Shiny engine to handle the interactive elements. I'll probably stick the source code on GitHub at some point.

Unless I'm not looking for the right thing, I don't see any .js files that aren't existing libraries, some of which I'm not familiar with. But it looks like all the computation is happening server side, which is returning an image of the graph. So Shiny receives the form data, and then calls functions you wrote in R?
 

Esker

Hero
Unless I'm not looking for the right thing, I don't see any .js files that aren't existing libraries, some of which I'm not familiar with. But it looks like all the computation is happening server side, which is returning an image of the graph. So Shiny receives the form data, and then calls functions you wrote in R?

Yeah, essentially the Shiny code consists of a UI piece which defines the layout, input fields, input element format (e.g., text box, slider, dropdown, checkboxes, etc.), and output elements, and maps each field to a field in an R data frame, and a server piece which creates the output frame by calling R functions that are designated as "reactive" if they need to be dynamically updated when the input frame changes.

It's pretty neat, and I don’t need to touch any Javascript (which is good, since I'm a stats guy, not a web developer).
 

G

Guest 6801328

Guest
In my simple one I didn't include any limited use abilities, but one thing I considered was "combats between short/long rests", and "average rounds per combat". That's the best way (I think?) to model the value of things like Action Surge, Superiority Dice, Rage, etc., esp. compared to zero-resource abilities like Sneak Attack.

I just realized that's all in there. I had my window kinda small and didn't scroll down, I guess.
 


Lapasta

Explorer
That is great, thanks!
One think I'm not understanding is smite calculation for Paladins. I understood that you average the smites for the amount of combat rounds, but by changing Paladin levels I see no change on damage, neither by changing # of combat rounds per day. Also, when I add a second class, the spell slots for the second class doesn't seem to change the smite as well.
Besides that, I loved the tool.
With it I could see that Ranger with hand x-bow keeps good until high levels. Cool!
 

Esker

Hero
That is great, thanks!
One think I'm not understanding is smite calculation for Paladins. I understood that you average the smites for the amount of combat rounds, but by changing Paladin levels I see no change on damage, neither by changing # of combat rounds per day. Also, when I add a second class, the spell slots for the second class doesn't seem to change the smite as well.
Besides that, I loved the tool.
With it I could see that Ranger with hand x-bow keeps good until high levels. Cool!

Thanks for the feedback! I'm looking at it now and adding paladin levels does change the damage for me, though it's more visible if the # of rounds per day is set to a small number (note that right now I'm not doing any checking that you actually have enough hits to use all your dice, so for small numbers of rounds and/or high enemy AC the tool will currently overstate paladin damage). I'm also able to add class levels in a full caster and see the damage output go up...

I'm curious what settings you are using and whether the behavior you're seeing is a bug (entirely possible) or whether there's something else happening. Note that if you are using the right-hand settings you need to uncheck "mirror" in each set of checkboxes if you want those settings to be used; otherwise they are ignored and it just copies the settings for that section from the left-hand build (I thought this would make it easier to make focused comparisons between two similar builds).

It would also be helpful to know what the output of the debug table is: you should see "divine_smite TRUE" toward the bottom, and the total number of d8s usable for smiting per day under "smite_dice".
 


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