Blood Brothers 2 Wiki
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Ianthemagus
Jareif
Hawkt
Id3ntyD
• 2/27/2015

Any interested in squad building & commander/gear tracking spreadsheet

EDIT:  Here's the link finally:  http://www.mediafire.com/download/ujwtpe2a9m2rp83/Blood_Brothers_2_-_Squad_Builder.xlsm

Given that I work with this kind of stuff all the time and I'm a super nerd...I've made an Excel document for my own personal use.  It contains 3 sheets.  The first lists my commanders each in their own groups (one table for Melee, one for Cavalry, one for Archers).  The second table lists my gear (one table for Equipment, one for Souls).  The last table is where things get more 'interesting' and it's where I potentially thought others might benefit from it.  Also, if more people are using it I'll be more motivated to add additional features to it etc.  Any input on that front would be welcomed.

The third sheet contains 3 tables for each squad.  Simply enter the name of the commander and it automatically pulls the base stats from the first page.  There are then 2 dropdown lists for each commander (one for gear one for soul) which pulls in the gear and souls you have listed on the second sheet.  When you select a soul or gear the stats are automatically updated to reflect your gear choices.

Basically here's how I use the workbook currently.

1) Remove all gear from my commanders in game

2) Sort my commanders by strength and assign them based on the appropriate type (archer/melee/cav) for the given event...obviously taking into account special skills like regen might put a weaker commander like Terul in a stronger squad.  Sorting by strength is still a pretty effective way to quickly put commanders in squads

3) Once all squads are formed I enter the names on the 3rd sheet in my workbook.  I can then quickly look at all the stats at once to see if i want to move anyone around.  Once that's done I can also quickly see how i want to boost the stats of my commanders.  You all probably know how you want to do this by now but for any newer players i usually look at 1 or 2 stats that I want to focus on.  Maybe i mostly want to boost attack but secondarily also want to boost defense or wisdom.  I can then flip to my second sheet and see which souls and gear will accomplish that for me and then assign them via the dropdowns on the 3rd sheet for each commander.  (There is a quantity field AND an unassigned field that let me know how many of an Item i have as well as how many i have left to potentially assign to a commander)

4) Once i've assigned all gear/souls on my 3rd sheet I can go into the game and very quickly assign those souls/gear to the appropriate commanders.  This is much faster than going back and forth in the game UI and resorting by different stats or clicking on each soul to see what boosts it gives.  Obviously for gear this isn't as much of an issue as most just boost one or two stats, but for souls this is very useful.

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Ianthemagus
Jareif
Hawkt
Id3ntyD
0
• 2/28/2015

Oh, I sorted it out a couple days ago.

DMG = Affinity Mod * (Atk Stat * Atk Buff Mod * Skill Mod - 0.2 * Def Stat * Def Buff Mod)

Just need to put it in a handy calculator.

1
• 3/6/2015

Link has been added to the main post.  As i said it's still an excel sheet for now just because it's easier and gives me more tools to work with.  If its a major issue and people really want a google doc or something I'll try to convert/patch it.

0
• 4/13/2015

Haha, that was what i was thinking :D is there any chance you can convert this into a google doc? I don't have Excel installed on my comp and would love avoiding it ;)

I am more then highly interested in such document, as doing it on my own would simply overwhelm me and i totaly could need a ready format to just put the data in :D

If you could provide this - that would be epic!


Id3ntyD

0
• 4/14/2015

I want to work on getting the "Top 10 List" page up to par with the Blood Brothers wiki, so this will be helpful!

If you guys have any ideas for extra categories you want to have comparisons for that aren't on the BBros page, like a "heal on hit" or "buff on hit" category or something, let me know.

1
• 4/14/2015
Ian: Take a look at some of the work sheet tabs surrounding my damage calculator document. It should be a good base for what you need. Let me know if it has what you want and perhaps I can increase your level of access to it so you can make more use of it.
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A FANDOM User
• 4/14/2015

I need to re-form this document soon because of the changes to equipment slots.  I've sort of hesitated as i think the 5-slot soul thing may be a bug but i'm not sure.  I'll look at it again next week and update the form.  I'll look at converting it to a google doc if possible, but the way i have it coded right now uses macros and I'm not 100% sure that's supported in google docs.  

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A FANDOM User
• 4/14/2015

I also want to account for soul fusions somehow.  I'm not so concerned with actually listing the slots because you enter your own 'base stats' anyway, but I do want to add something that marks the skill cooldown or charge turns.  Mostly because i'm thinking about adding something like "average damage per turn".  As such i need to record how often skills become available over a certain window of turns.  Obviously it would make some assumptions like, 'default' DEF/WIS score, all skills hit the maximum number of targets, all skills are used as soon as they become available, and all opposing targets are of the same affinity.  This wouldn't do anything to decrease the usefulness of this number since all commanders would have the calculation done the same way.  The number would more be used to compare the actual damage strength of one commander to another rather than being used to give you real damage numbers.  Maybe i should call it "attack power" rather than "average damage" so there's no confusion, but in any case those are some changes I'm planning to make moving forward.

0
• 4/14/2015

Obviously the above 2 posts were mine didn't realize i wasn't logged in til i went to try and edit one of them.  I took a look a Google sheets and confirmed that it doesn't directly support Macros so I'm not sure what will happen when i try to convert my existing spreadsheet.  It does however have Apps Script so I could probably re-create the necessary functionality.  Once i update my existing spreadsheet with the expanded slots and additional commander information I will consider converting over to a Google Sheet.  Obviously, once i move this direction I wont move it back as I don't want to maintain both versions.  As long as I feel like i can easily do the things i forsee doing with this I'll consider converting it so it's easier for everyone to access.  Up to this point nobody has told me they're really even interested in using it so I wasn't sure anyone was into it besides myself.

0
• 4/14/2015

My only hesitation in requesting more from you is that I've already put a lot of similar info into my Google Sheets document used for the damage calculator. It is here: https://docs.google.com/spreadsheets/d/1qA4mppXn0Eds1S5NY9UkRXERwi5QLLMaXPaU2KPjtxE/edit#gid=1449621992.

Let me know if you think there's some possibility of merging the two.

0
• 4/17/2015
184.174.212.199 wrote:
I also want to account for soul fusions somehow.  I'm not so concerned with actually listing the slots because you enter your own 'base stats' anyway, but I do want to add something that marks the skill cooldown or charge turns.  Mostly because i'm thinking about adding something like "average damage per turn".  As such i need to record how often skills become available over a certain window of turns.  Obviously it would make some assumptions like, 'default' DEF/WIS score, all skills hit the maximum number of targets, all skills are used as soon as they become available, and all opposing targets are of the same affinity.  This wouldn't do anything to decrease the usefulness of this number since all commanders would have the calculation done the same way.  The number would more be used to compare the actual damage strength of one commander to another rather than being used to give you real damage numbers.  Maybe i should call it "attack power" rather than "average damage" so there's no confusion, but in any case those are some changes I'm planning to make moving forward.

I like the idea of having some sort of method of gauging average skill damage to comparatively rank familiars, since the stats of each commander have obviously been adjusted to account for different abilities, damage modifiers and skill charges.  Since agility has been removed, variation in skill charges is the closest thing the game has to a "speed" rating now.  While it's somewhat irrelevant in terms of openers in PvP since you can carry over charged skills, having a lower cooldown seems like it will be a lot more important in PvE now that they've introduced Gauntlet events.

The lowest normal skill charge rating (before soul fusion) is 2, the highest is 4.  After soul fusion this would put the numbers at 1, 2 and 3 turns.  If starting from scratch and assuming all skills are used immediately upon being active to begin recharging, then the earliest turn that all commanders will have their skills available simultaneously is on the 12th turn.  Over 12 turns, a commander with a skill charge of 1 will use their skill 6 times, a commander with a skill charge of 2 will use their skill 4 times and a commander with a skill charge of 3 will use their skill 3 times.

I suppose the easiest way to calculate average skill damage would be to divide the number of skills used over the course of 12 turns by 12 (6, 4 and 3, respectively), then multiply that number against total skill damage done in one active turn.  So the modifier for each respective skill charge number would be 0.5 for 1 turn, 0.333 for 2 turns and 0.25 for 3 turns.  If you are calculating numbers pre-soul fusion, you'd use the same number for 2 and 3 turns and 0.208 for 4 turns.

I'd like to determine some method of comparing healing abilities as well.  To gauge healing per turn to see how regeneration stacks up against instant heals I suppose the same modifiers listed above could be used.  The only trouble is how to compare Max HP Healing against Current HP Healing.  You'd need to set up a specific 3 commander party that would be used for all comparisons and set an HP floor that would be used to determine the amount used to calculate Current HP Healing.

It would be interesting to find a way to calculate damage over time from poison as well, since that amount is based on the target's current HP.

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