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Big clean up of structure and contents
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# Item Stats
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Most of these are kind of obvious, but will add here for safe keeping!
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# Attack speed
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Equation: `(attack speed / 1000 `
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# Auto Attack
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Equation: `(damage / 3 * attack speed)`
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Remember to use HQ damage when determining Auto-Attack for HQ items.
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# DPS
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Equation: `(damage / 3)`
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# Finding HQ values
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HQ values are just the difference, the "additional number", if an item is Accuracy: 32, and HQ Accuracy: 35, the HQ value is listed as 3.
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An example can be found at offsets: [34, 50, 75 = value, param, hq](https://github.com/viion/XIV-Datamining/blob/master/offsets/Items/items_csv_xivdb_unverified.txt#L15-L17)
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# Max meld values
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```csharp
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class ItemLevel {
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public int GetMaximum(BaseParam baseParam) {
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const int Offset = -1;
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return baseParam.Key == 0 ? 0 : Convert.ToInt32(this[Offset + baseParam.Key]);
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}
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}
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class BaseParam {
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public int GetMaximum(EquipSlotCategory category) {
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const int Offset = 2;
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return category.Key == 0 ? 0 : Convert.ToInt32(this[Offset + category.Key]);
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}
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public int GetModifier(int role) {
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const int Offset = 24;
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const int Maximum = 12;
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if (role < 0 || role > Maximum)
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return 0;
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return Convert.ToInt32(this[Offset + role]);
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}
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}
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class Equipment {
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public int GetMaximumParamValue(BaseParam baseParam)
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// Base value for the param based on the item's level
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var maxBase = ItemLevel.GetMaximum(baseParam);
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// Factor, in percent, for the param when applied to the item's equip slot
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var slotFactor = baseParam.GetMaximum(EquipSlotCategory);
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// Factor, in percent, for the param when used for the item's role
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var roleModifier = baseParam.GetModifier(BaseParamModifier);
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// Rounding appears to use AwayFromZero. Tested with:
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// Velveteen Work Gloves (#3601) for gathering (34.5 -> 35)
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// Gryphonskin Ring (#4526) for wind resistance (4.5 -> 5)
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// Fingerless Goatskin Gloves of Gathering (#3578) for GP (2.5 -> 3)
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return (int)Math.Round(maxBase * slotFactor * roleModifier / 10000.0, MidpointRounding.AwayFromZero);
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}
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}
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```
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# Overall Item Level
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This one is really for gearset applications.
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Item level is `*2` when involving two handed weapons, this is to compensate for off hand. You can test this by equipping only a Sword in game, then equip your Shield of the same item level and record the two values. Then equip a two handed weapon, your character will be the same overal item level as a Sword+Shield.
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# Category to Slot ID
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```
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// slot id => cat id
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[
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// main hand
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738 => [
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1,2,3,4,5,6,7,8,9,10,84,87,88,89,
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12,14,16,18,20,22,24,26,28,30,32,
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],
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// off hand
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739 => [
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13,15,17,10,21,23,25,27,29,31,11
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],
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// head, body, hands, waist, legs, feet, ears, neck, wrists, ring
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740 => [34],
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741 => [35],
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742 => [37],
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743 => [39],
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744 => [36],
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745 => [38],
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746 => [41],
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747 => [40],
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748 => [42],
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748 => [43],
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];
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```
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