Calculator:Revolution

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## Documentation

This section describes how to use this calculator, and gives explanations of terms used and the various settings available.

### Basics

To add an ability to the bar, click on a slot of the bar, then click on the ability you want to add. To change the ability class, click the icons along the top row. To close the hovering window without adding anything, click the https://dl.dropboxusercontent.com/u/45182859/New%20folder/close%20icon2.png icon in the top-right. To empty the selected slot of an ability, click the button at the bottom of the hover, labelled *Clear ability*.

The *Shift left* and *Shift right* buttons will move all abilites to the right of the one clicked (including it) one space in the chosen direction; when going left, it will overwrite the ability directly to the left (unless it is the first slot, where it will remove the clicked ability). *Shift left* can be called *Delete*, and *Shift right* can be called *Insert*.

Abilities that cannot be used based on your current settings are greyed out.

Whenever any changes are made to the bar or settings, the AADPT will be recalculated automatically. Only the first 9 slots (outlined in yellow) are accounted for for revolution, as it is in-game.

### What is AADPT?

Average ability damage per tick (AADPT) is an empirical measure of comparing revolution bars, and is given as a percentage. It takes account of the maximum and minimum damage of each ability (thus average), is weapon-independent (being a percentage), and is rated per game tick, as opposed to per second (1 tick = 0.6 seconds).

If you wish, you can easily convert AADPT to DPT (damage per tick) or DPS (damage per second):

* Find your ability damage in your Gear interface, under the *Loadout* tab with the combat stats. Multiply this number by the AADPT percentage to get your DPT.
	+ E.G. 1666 ability damage with an AADPT of 30.81% gives 513.3 DPT
* Divide this by 0.6 to convert from DPT to DPS
	+ E.G. 513.3/0.6 = 855.5 DPS
* Equally, you can convert from AADPT to AADPS by dividing the AADPT value by 0.6
	+ E.G. 30.81/0.6 = 51.35% AADPS

### Ability changes

Several abilities have to be slightly changed to be used in the calculation.

Bash
File:Bash.png Bash does 100% ability damage plus your shield's armour value. The armour value needs to be turned into a percentage to be used in the calculation. The highest this can reasonably be is with tier 90 equipment and 99 stats. This is an armour value of 491 and ability damage of 1111 (864 from weapon and 247 from level), giving Bash an overall estimated ability damage of 144%.

Tuska's Wrath
File:Tuska's Wrath.png Tuska's Wrath functions differently when on a Slayer task and when off-task. Off-task it does 110% ability damage with a 15 second cooldown. On-task it does 100 × Slayer level as a critical hit (so actually 120 × level). This is converted into a percentage to be used in the calculation: with level 99 Slayer, it can hit 11,880; ability damage of tier 90 weapons with level 99 skills is 1666, giving an estimated ability damage of 713% - note that this percentage can wildly vary based on your equipment and levels, use with care.

### Basic Settings

The basic settings are always shown above the actionbar.

Combat class
This defines which combat class you are using - melee, magic or ranged - and thus which abilities are available.

Handedness
This defines which hand layout you are using - one-handed, two-handed, duel-wielding or one-handed-with-shield - and thus which abilities are available.

Stuns
This tells the bar that what you are fighting is not immune to stuns, and as such abilities like  Backhand will stun them - which in turn means abilities like File:Punish.png Punish will have increased damage if they trigger during the stun duration. Enabling this will either do nothing to your AADPT, or slightly increase the value if the abilities align such that a stun-buffed ability follows a stunning ability.

Ice spells
This works similarly to the above point about stuns, except that ice spells count as stuns when used on stunnable monsters (meaning File:Wrack.png Wrack) is always buffed). This'll leave a more notable increase in your AADPT, if Wrack is used in it. Unlike conventional stuns, this does not apply when fighting players.

Slayer
Used by File:Tuska's Wrath.png Tuska's Wrath to determine whether to use the on-task or off-task version. See Ability changes section for more.

Loading bars
Using this dropdown menu, you can load a pre-existing ability bar so that you can verify the value it is given or toy with it. Simply select the bar you want from the dropdown then click the *Load* button - this will erase whatever is in the bar when pressed without confirmation, be aware! You can also load bars by clicking the *Load in calculator* links on Revolution/Bars.

Clear bar
Clicking this button will empty the actionbar of any abilities. There is no additional confirmation of this and it cannot be undone!

### Advanced Settings

The advanced settings are hidden by default, and can be shown by clicking the *show advanced settings* button (and hidden by the same button).

Ticks
This variable defines how many ticks the revolution bar is simulated for in order to calculate the AADPT. Increasing the value is will increase the accuracy of the AADPT, but will also increase computation time.

Cycles
Cycles are a complex topic, so this section will try to keep it simple.

A revolution bar will eventually reach a repeating cycle of abilities; for example, consider the bar  File:Punish.png. Both of these have a duration of 3 ticks and a cooldown of 5 ticks - so that doing one of each is 6 ticks, longer than the cooldown of each. So, Slice-Punish will repeat indefinitely, meaning that is the cycle. Since we know the average ability damage of each of these, and how long a full cycle takes, we can then work out the perfect AADPT, based on the cycle. The simulated AADPT value will likely be close to the cycle AADPT, with some errors that occur from two factors. The first, which occurs to all bars, is the start and finish position of the simulation. Depending on where in the cycle the simulation started and ended, this can increase/decrease the simulated AADPT slightly. The second cause is preambles.

Not all cycles will start immediately - they go through a rotation of abilities that doesn't appear in the cycle at all before entering the cycle. This part is the *preamble* or *precycle*. Preambles can have a higher or lower AADPT than the cycles they lead into, which in turn means simulated AADPT may be increased or decreased as a result. Over enough time, the simulated AADPT will tend to the cycle AADPT.

The results of the cycle calculations are displayed below the simulated AADPT results. The cycle and preamble are given in two, equivalent forms: as a string of integers/letters, and as ability names. The number string is the order of the ability use, where 1 is the ability on the far left of the actionbar (going to 9 at the end of the revolution section). If you have the *Stuns* setting enabled, any abilities which are buffed when used are given as letters instead (with A corresponding to the far left slot), and have a \* following them in the ability names area. In both number sequences, empty, repeated or unusable abilities are not ignored (so a bar of *Slice-(blank)-Punish* will have cycle (the same cycle as above) noted as *13*).

Cycle settings
You can enable cycle calculation by checking the box labeled *calculate cycles*.

As part of the calculation of the cycle, the bar is simulated for a number of ticks in a similar way to the standard AADPT calculation. You can change how long this simulates for using the *cycle ticks* textbox. Increasing this has no effect if a cycle is already found. Decreasing this reduces the computational impact of calculating a cycle, which may help if you have lag issues, but a too small value may mean a cycle is not found, or, in extreme cases, an incorrect cycle is found. Almost all cycles are found within 10 minutes (1000 ticks), with many being under 6 minutes.

Cycle calculation is fairly computationally expensive and a little more complex to understand, which is why it is in the advanced section and disabled by default.

Anything goes!
Checking this box will make all calculations ignore class/hand restrictions, allowing you to make some mixed bars. This is mostly just for experimentation and is unlikely to give a practical result. Shared cooldowns still apply.

### Algorithm details

For details on the algorithm behind this calculator, see /Details.