Bg3 Throw Weight Calculator

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BG3 Throw Weight Calculator

Calculate Projected Damage for Thrown Items in Baldur's Gate 3

Baldur's Gate 3 Throw Calculator

Leverage your character's Strength to maximize the impact of thrown weapons and items in Baldur's Gate 3. This calculator helps estimate potential damage based on key factors.

Your character's raw Strength score (e.g., 16, 18, 20).
+2 +3 +4 +5 +6 Your character's total Proficiency Bonus.
The weight of the item you are throwing in kilograms (e.g., 0.5, 1.0, 2.0).
1d4 1d6 1d8 1d10 1d12 The base damage die of the thrown item (e.g., 1d4 for a handaxe, 1d8 for a dagger).
Any flat bonus damage from abilities or item effects (e.g., +2 from a spell). Treat as 0 if none.

Results

Projected Average Damage: (Based on average die roll)
Minimum Damage: (Worst-case scenario roll)
Maximum Damage: (Best-case scenario roll)
Attack Bonus: (To hit chance modifier)
Formula Used: Projected Average Damage = (Base Damage Die Average + Strength Modifier + Additional Flat Damage) * Item Weight Multiplier. Attack Bonus = Proficiency Bonus + Strength Modifier.

Throw Damage Breakdown

Comparison of Damage Components at Different Strength Scores
Key Calculation Components
Component Value Unit Impact
Strength Modifier Modifier Increases damage and attack bonus.
Item Weight Multiplier Multiplier Reduces damage for heavier items.
Average Die Roll Damage Base damage potential of the item.
Attack Bonus Bonus Determines hit chance.

What is BG3 Throw Weight Calculation?

The BG3 throw weight calculator is a tool designed to help Baldur's Gate 3 players understand and predict the effectiveness of their thrown items. In Baldur's Gate 3, not all thrown items behave the same. While some, like grenades, deal fixed damage, many throwable weapons and objects have their damage influenced by your character's Strength score, their proficiency with certain weapon types, and crucially, the weight of the item being thrown. This calculator specifically focuses on that interaction, allowing players to quantify how much damage they can expect from a throw, considering the item's weight and their character's physical prowess.

This is particularly relevant for classes that might rely on thrown weapons as a consistent damage source, such as Monks (with certain abilities), Fighters, or even spellcasters who might have access to throwable items through feats or racial traits. Understanding the BG3 throw weight calculator helps optimize combat encounters by choosing the right item to throw based on your character's build and the situation at hand. It's not just about *what* you throw, but *how* your character's attributes amplify its effect.

Who Should Use It?

  • Players who frequently use thrown weapons (daggers, handaxes, spears).
  • Players utilizing improvised weapons or environmental objects for combat.
  • Min-maxers aiming to optimize damage output for specific builds.
  • New players trying to understand combat mechanics beyond basic attacks.
  • Anyone curious about how item weight specifically impacts thrown damage in BG3.

Common Misconceptions

  • Myth: All thrown items scale equally with Strength. Reality: While Strength generally boosts attack rolls and melee damage, the direct damage scaling of thrown items is often reduced for heavier objects.
  • Myth: Only specific "thrown" weapons benefit from this. Reality: Many improvised objects and even certain non-weapon items can be thrown, and their damage can be affected by weight and Strength.
  • Myth: Proficiency Bonus only affects accuracy. Reality: Proficiency Bonus, combined with Strength, directly contributes to the attack roll, making hits more likely.

{primary_keyword} Formula and Mathematical Explanation

The core of the BG3 throw weight calculator lies in understanding how Baldur's Gate 3's combat system modifies thrown damage. The game applies a weight-based damage reduction multiplier to thrown items, and this reduction is more pronounced for heavier items. Your character's Strength score provides a direct bonus to damage, and their Proficiency Bonus, combined with Strength, determines the chance to hit.

The Calculation Steps:

  1. Determine Strength Modifier: This is derived directly from your Strength Score. A score of 10 has a +0 modifier, 12-13 is +1, 14-15 is +2, 16-17 is +3, 18-19 is +4, and 20 is +5.
  2. Calculate Base Damage Average: For a die roll like 1d8, the average is (1 + 8) / 2 = 4.5.
  3. Apply Item Weight Multiplier: This is where the "throw weight" aspect comes in. BG3 typically uses the following rough multipliers based on item weight (in kg):
    • 0.0 – 0.5 kg: 1.0x
    • 0.6 – 1.0 kg: 0.9x
    • 1.1 – 1.5 kg: 0.8x
    • 1.6 – 2.0 kg: 0.7x
    • 2.1 – 2.5 kg: 0.6x
    • 2.6 – 3.0 kg: 0.5x
    • > 3.0 kg: 0.4x (or lower, becoming increasingly ineffective)
    *Note: These multipliers are approximations based on observed game mechanics and can be subject to minor adjustments by patches or specific item properties not captured here. This calculator uses these approximations.
  4. Calculate Average Projected Damage: (Average Die Roll + Strength Modifier + Flat Additional Damage) * Item Weight Multiplier.
  5. Calculate Minimum Damage: (Minimum Die Roll (usually 1) + Strength Modifier + Flat Additional Damage) * Item Weight Multiplier.
  6. Calculate Maximum Damage: (Maximum Die Roll + Strength Modifier + Flat Additional Damage) * Item Weight Multiplier.
  7. Calculate Attack Bonus: Proficiency Bonus + Strength Modifier. This determines your chance to hit.

Variables Table:

BG3 Throw Damage Variables
Variable Meaning Unit Typical Range (BG3)
Strength Score Raw physical strength attribute. Score 8 – 20 (Player controlled)
Strength Modifier Derived bonus from Strength Score. Modifier -1 to +5
Proficiency Bonus Bonus from character level and class/race. Bonus +2 to +6
Item Weight Physical weight of the thrown item. kg 0.1 – 5.0+
Item Weight Multiplier Game's damage reduction based on item weight. Multiplier 0.4 – 1.0 (approx.)
Base Damage Die The dice used for the item's base damage (e.g., 1d6). Die 1d4, 1d6, 1d8, 1d10, 1d12
Average Die Roll Average outcome of the damage die. Damage Value 2.5 – 6.5 (approx.)
Flat Additional Damage Bonus damage from items, spells, or effects. Damage Value 0+
Attack Bonus Modifier to hit chance. Bonus +2 to +11 (approx.)
Projected Average Damage Estimated average damage per hit. Damage Value Varies widely

Practical Examples (Real-World Use Cases)

Let's see how the BG3 throw weight calculator works with some common scenarios.

Example 1: The Agile Monk's Dagger Throw

A Level 5 Monk with 18 Strength (Modifier +4), +3 Proficiency Bonus, and who wants to throw a standard Dagger (1d4 damage, 0.5 kg weight). They have no additional flat damage bonuses from items.

  • Inputs: Strength Score = 18, Proficiency Bonus = +3, Item Weight = 0.5 kg, Item Damage Die = 1d4, Additional Damage = 0
  • Calculations:
    • Strength Modifier: +4
    • Average Die Roll (1d4): (1+4)/2 = 2.5
    • Item Weight Multiplier (0.5 kg): 1.0x
    • Projected Average Damage: (2.5 + 4 + 0) * 1.0 = 6.5
    • Minimum Damage: (1 + 4 + 0) * 1.0 = 5
    • Maximum Damage: (4 + 4 + 0) * 1.0 = 8
    • Attack Bonus: +3 (Proficiency) + +4 (Strength) = +7
  • Outputs: Projected Average Damage = 6.5, Min Damage = 5, Max Damage = 8, Attack Bonus = +7
  • Interpretation: This shows a dagger is a very efficient thrown weapon for a Monk with high Strength. The weight doesn't penalize the damage, and the Strength modifier significantly boosts the base 1d4. An attack bonus of +7 is also quite reliable at this level. This confirms it's a good option for consistent damage.

Example 2: The Hulking Barbarian's Improvised Weapon

A Level 8 Barbarian with 20 Strength (Modifier +5), +4 Proficiency Bonus, throwing a heavy wooden crate found in the environment. Let's assume the crate weighs approximately 2.5 kg and deals 1d8 damage as an improvised weapon. They have a magical amulet granting +2 flat damage on all attacks.

  • Inputs: Strength Score = 20, Proficiency Bonus = +4, Item Weight = 2.5 kg, Item Damage Die = 1d8, Additional Damage = 2
  • Calculations:
    • Strength Modifier: +5
    • Average Die Roll (1d8): (1+8)/2 = 4.5
    • Item Weight Multiplier (2.5 kg): 0.6x (based on approximation for 2.1-2.5kg)
    • Projected Average Damage: (4.5 + 5 + 2) * 0.6 = 11.5 * 0.6 = 6.9
    • Minimum Damage: (1 + 5 + 2) * 0.6 = 8 * 0.6 = 4.8
    • Maximum Damage: (8 + 5 + 2) * 0.6 = 15 * 0.6 = 9
    • Attack Bonus: +4 (Proficiency) + +5 (Strength) = +9
  • Outputs: Projected Average Damage = 6.9, Min Damage = 4.8, Max Damage = 9, Attack Bonus = +9
  • Interpretation: Even with a high Strength score and bonus damage, the crate's significant weight drastically reduces its effectiveness (0.6x multiplier). The damage output is respectable but less efficient than a lighter weapon. The high attack bonus (+9) makes it likely to hit, but the player might consider if a lighter, dedicated thrown weapon would yield better damage per action. This highlights the trade-off between raw power and item properties.

How to Use This BG3 Throw Weight Calculator

Using the BG3 throw weight calculator is straightforward. Follow these steps to get an estimate of your thrown item's potential damage and effectiveness in Baldur's Gate 3.

  1. Input Your Character's Stats:
    • Strength Score: Enter your character's current Strength score (e.g., 16, 18, 20).
    • Proficiency Bonus: Select your character's current Proficiency Bonus from the dropdown (+2, +3, +4, +5, or +6, depending on level).
  2. Input Item Details:
    • Item Weight (kg): Accurately enter the weight of the item you intend to throw. You may need to check item tooltips or use common sense for improvised objects.
    • Item Damage Die: Select the base damage die associated with the item (e.g., 1d4 for a dagger, 1d6 for a handaxe, 1d8 for a javelin).
    • Flat Additional Damage: If any item, spell, or ability grants a fixed bonus damage to your attack (e.g., a magical ring adding +2 damage), enter that value here. Otherwise, leave it at 0.
  3. Click "Calculate": Once all fields are filled, press the "Calculate" button.

Reading the Results:

  • Projected Average Damage: This is the most useful metric, representing the expected damage you'll deal on average, considering all factors including the weight penalty.
  • Minimum Damage & Maximum Damage: These show the best-case and worst-case scenarios based on the die roll, giving you a range of potential outcomes.
  • Attack Bonus: This number indicates your modifier for hitting the target. A higher number means a greater chance to land the attack.
  • Intermediate Values: The table below the main results provides a breakdown of the Strength Modifier, Item Weight Multiplier, Average Die Roll, and the final Attack Bonus, helping you understand *why* the results are what they are.

Decision-Making Guidance:

Use the results to make informed combat decisions. If the Projected Average Damage is low for a heavy item, consider if a lighter, dedicated thrown weapon or a different attack would be more efficient. If the Attack Bonus is low, you might be better off using a different strategy to avoid missing. The BG3 throw weight calculator empowers you to optimize your character's actions based on tangible data.

Key Factors That Affect BG3 Throw Damage Results

Several elements converge to determine the final damage of a thrown item in Baldur's Gate 3. Understanding these factors is crucial for maximizing your effectiveness.

  1. Strength Score & Modifier: This is paramount. A higher Strength score directly translates to a higher Strength Modifier, which is added to both the damage of most thrown items (especially weapons) and your chance to hit. It's the single biggest contributor to melee and thrown weapon effectiveness for Strength-based characters.
  2. Item Weight: As detailed in the formula, heavier items incur a damage penalty multiplier. This is the core "throw weight" mechanic. A 3kg rock will deal significantly less damage than a 0.5kg dagger, even if they had the same base damage die, because the game actively reduces the damage output of heavier projectiles.
  3. Base Damage Die: The fundamental potential of the item. A 1d10 weapon inherently has more potential damage than a 1d4 weapon before modifiers and penalties are applied. Choosing items with suitable damage dice is the first step.
  4. Proficiency Bonus: This bonus, tied to your character's level and class, is added to your attack roll. It ensures that as you level up, your ability to hit with thrown weapons improves, complementing the damage increase from Strength.
  5. Flat Additional Damage Bonuses: Certain items, buffs, or class features might add a fixed amount of damage to every successful hit. This bonus is applied *before* the weight multiplier, making it particularly valuable for reducing the impact of heavy item penalties. For example, a +2 damage bonus is more effective when multiplied by 1.0 than by 0.5.
  6. Weapon Properties & Special Effects: Some thrown weapons might have unique properties. For instance, Monk weapons might interact differently, or certain magical items could add elemental damage or status effects that bypass the standard weight calculation, offering alternative damage avenues.
  7. Vulnerability/Resistance/Immunities: While not directly part of the calculator's core formula, the target's resistances or vulnerabilities to the damage type (e.g., bludgeoning, slashing, piercing) will significantly alter the actual damage dealt. A thrown item might calculate high damage but deal half if the target resists that damage type.

Frequently Asked Questions (FAQ)

Q1: Does Strength affect all thrown items equally in BG3?

No. While Strength's modifier positively impacts the attack roll for almost all thrown items, its direct contribution to *damage* is often reduced for heavier items due to the weight multiplier penalty. Lighter, dedicated thrown weapons benefit more directly from Strength for damage.

Q2: What is the maximum Strength score and modifier in Baldur's Gate 3?

The maximum base Strength score achievable through stats alone is 20, resulting in a +5 modifier. Certain items or potions can temporarily increase this beyond 20, further boosting attack rolls and damage.

Q3: How does item weight exactly reduce damage?

Baldur's Gate 3 applies a multiplier to the calculated damage based on the item's weight. Heavier items receive a lower multiplier (e.g., 0.7x, 0.6x, 0.5x), meaning the final damage dealt is a fraction of what it would have been without the penalty. This calculator uses common approximations for these multipliers.

Q4: Can Monks use the calculator effectively?

Yes. Monks often utilize Flurry of Blows with unarmed strikes, but they also have access to several throwable weapons (like darts and daggers) that can be thrown effectively. Their martial arts features might interact with thrown weapons in unique ways, but the core damage calculation remains relevant.

Q5: What if I'm throwing an improvised weapon like a chair?

Use the "Item Weight (kg)" and "Item Damage Die" fields based on the object. Chairs, crates, and barrels are heavy, so expect lower damage multipliers. The calculator helps you quantify this disadvantage. You might need to estimate the weight if not explicitly stated.

Q6: Does the calculator account for critical hits?

No, this calculator focuses on average, minimum, and maximum *non-critical* damage. Critical hits occur randomly (usually on a natural 20 attack roll) and double the damage dice rolled, effectively multiplying the outcome. To calculate critical hit potential, you would typically double the "Average Die Roll" component and recalculate.

Q7: Are there any items that ignore the weight penalty?

Some specific magical items or unique throwable weapons might have unique properties that alter or ignore the standard weight-based damage reduction. Always check the specific item's tooltip in-game for special effects. This calculator represents the general rule.

Q8: How important is the Attack Bonus?

Extremely important. High damage is useless if you can't hit the target. The Attack Bonus (calculated as Proficiency Bonus + Strength Modifier + any other attack roll bonuses) determines your chance to succeed on an attack roll against the target's Armour Class (AC). A higher bonus significantly increases the reliability of your thrown attacks.

© 2023-2024 Your Website Name. All rights reserved. Data and mechanics based on Baldur's Gate 3 gameplay. Consult in-game tooltips for precise details.

var chartInstance = null; // Global variable to hold chart instance function getStrengthModifier(strengthScore) { if (strengthScore < 10) return Math.floor((strengthScore – 10) / 2); return Math.floor((strengthScore – 10) / 2); } function getItemWeightMultiplier(weight) { if (weight <= 0.5) return 1.0; if (weight <= 1.0) return 0.9; if (weight <= 1.5) return 0.8; if (weight <= 2.0) return 0.7; if (weight <= 2.5) return 0.6; if (weight <= 3.0) return 0.5; return 0.4; // For items heavier than 3.0 kg } function getDamageDieAverage(die) { // die is the max number, e.g., 4 for 1d4 return (1 + die) / 2; } function showError(elementId, message) { var errorElement = document.getElementById(elementId + 'Error'); if (errorElement) { errorElement.innerText = message; errorElement.style.display = 'block'; } } function clearError(elementId) { var errorElement = document.getElementById(elementId + 'Error'); if (errorElement) { errorElement.innerText = ''; errorElement.style.display = 'none'; } } function validateInputs() { var isValid = true; var strengthScore = parseFloat(document.getElementById('strengthScore').value); var itemWeight = parseFloat(document.getElementById('itemWeight').value); var additionalDamage = parseFloat(document.getElementById('additionalDamage').value); clearError('strengthScore'); clearError('itemWeight'); clearError('additionalDamage'); if (isNaN(strengthScore) || strengthScore 20) { showError('strengthScore', 'Please enter a Strength Score between 8 and 20.'); isValid = false; } if (isNaN(itemWeight) || itemWeight <= 0) { showError('itemWeight', 'Please enter a positive item weight.'); isValid = false; } if (isNaN(additionalDamage) || additionalDamage = 0 ? '+' : ") + attackBonus; // Update intermediate results table document.getElementById('modValue').innerText = (strengthModifier >= 0 ? '+' : ") + strengthModifier; document.getElementById('weightMultiplierValue').innerText = weightMultiplier + 'x'; document.getElementById('avgDieValue').innerText = avgDieRoll; document.getElementById('attackBonusValue').innerText = (attackBonus >= 0 ? '+' : ") + attackBonus; // Update chart data updateChart( [projectedAverageDamage, minDamage, maxDamage], [strengthScore, itemWeight, proficiencyBonus], // Example additional data points for context [avgDieRoll, additionalDamage, weightMultiplier] ); } function resetCalculator() { document.getElementById('strengthScore').value = 16; document.getElementById('proficiencyBonus').value = 2; // Default to +2 for Level 1-4 document.getElementById('itemWeight').value = 1.0; document.getElementById('itemDamageDie').value = 6; // Default to 1d6 document.getElementById('additionalDamage').value = 0; // Clear errors document.getElementById('strengthScoreError').innerText = "; document.getElementById('itemWeightError').innerText = "; document.getElementById('additionalDamageError').innerText = "; document.getElementById('strengthScoreError').style.display = 'none'; document.getElementById('itemWeightError').style.display = 'none'; document.getElementById('additionalDamageError').style.display = 'none'; calculateThrowWeight(); // Recalculate with default values } function copyResults() { var avgDamage = document.getElementById('averageDamage').innerText; var minDamage = document.getElementById('minDamage').innerText; var maxDamage = document.getElementById('maxDamage').innerText; var attackBonus = document.getElementById('attackBonus').innerText; var modValue = document.getElementById('modValue').innerText; var weightMultiplierValue = document.getElementById('weightMultiplierValue').innerText; var avgDieValue = document.getElementById('avgDieValue').innerText; var attackBonusValue = document.getElementById('attackBonusValue').innerText; var strengthScore = document.getElementById('strengthScore').value; var proficiencyBonus = document.getElementById('proficiencyBonus').options[document.getElementById('proficiencyBonus').selectedIndex].text; var itemWeight = document.getElementById('itemWeight').value; var itemDamageDie = document.getElementById('itemDamageDie').options[document.getElementById('itemDamageDie').selectedIndex].text; var additionalDamage = document.getElementById('additionalDamage').value; var assumptions = [ "Strength Score: " + strengthScore, "Proficiency Bonus: " + proficiencyBonus, "Item Weight: " + itemWeight + " kg", "Item Damage Die: " + itemDamageDie, "Flat Additional Damage: " + additionalDamage ]; var copyText = "— BG3 Throw Weight Calculator Results —\n\n"; copyText += "Primary Result:\n"; copyText += "Projected Average Damage: " + avgDamage + "\n"; copyText += "Minimum Damage: " + minDamage + "\n"; copyText += "Maximum Damage: " + maxDamage + "\n"; copyText += "Attack Bonus: " + attackBonus + "\n\n"; copyText += "Key Calculation Components:\n"; copyText += "Strength Modifier: " + modValue + "\n"; copyText += "Item Weight Multiplier: " + weightMultiplierValue + "\n"; copyText += "Average Die Roll: " + avgDieValue + "\n"; copyText += "Attack Bonus Value: " + attackBonusValue + "\n\n"; copyText += "Assumptions:\n"; copyText += assumptions.join("\n") + "\n"; try { navigator.clipboard.writeText(copyText).then(function() { // Success feedback – could add a temporary message console.log('Results copied to clipboard!'); alert('Results copied successfully!'); }, function(err) { console.error('Failed to copy: ', err); alert('Failed to copy results. Please copy manually.'); }); } catch (e) { console.error('Clipboard API not available: ', e); alert('Clipboard API not available. Please copy results manually from the calculator.'); } } // Charting Logic function updateChart(damageData, contextData, componentData) { var ctx = document.getElementById('throwDamageChart').getContext('2d'); // Destroy previous chart instance if it exists if (chartInstance) { chartInstance.destroy(); } // Prepare data for the chart var labels = ["Avg Damage", "Min Damage", "Max Damage"]; var backgroundColorDamage = 'rgba(0, 74, 153, 0.6)'; // Primary color for damage var borderColorDamage = 'rgba(0, 74, 153, 1)'; var backgroundColorContext = 'rgba(40, 167, 69, 0.6)'; // Success color for context var borderColorContext = 'rgba(40, 167, 69, 1)'; // Create new chart chartInstance = new Chart(ctx, { type: 'bar', data: { labels: labels, datasets: [{ label: 'Damage Range', data: damageData, backgroundColor: [ backgroundColorDamage, backgroundColorDamage, backgroundColorDamage ], borderColor: [ borderColorDamage, borderColorDamage, borderColorDamage ], borderWidth: 1, yAxisID: 'y-axis-damage' // Assign to damage axis }, { label: 'Strength Score', // Example secondary data series data: [contextData[0], contextData[0], contextData[0]], // Repeat for each damage bar for alignment type: 'line', // Display as line borderColor: borderColorContext, backgroundColor: backgroundColorContext, fill: false, tension: 0.1, yAxisID: 'y-axis-context' // Assign to context axis }] }, options: { responsive: true, maintainAspectRatio: false, scales: { x: { title: { display: true, text: 'Damage Metric' } }, 'y-axis-damage': { type: 'linear', position: 'left', title: { display: true, text: 'Damage Value' }, beginAtZero: true, grid: { drawOnChartArea: true, // only want the grid lines for one axis to show up } }, 'y-axis-context': { type: 'linear', position: 'right', title: { display: true, text: 'Contextual Value' }, beginAtZero: true, grid: { drawOnChartArea: false, // No grid lines for the secondary axis } } }, plugins: { tooltip: { callbacks: { label: function(context) { var label = context.dataset.label || "; if (label) { label += ': '; } if (context.parsed.y !== null) { if (context.dataset.label === 'Damage Range') { label += context.parsed.y.toFixed(1); } else if (context.dataset.label === 'Strength Score') { label += context.parsed.y + ' (Str)'; } } return label; } } }, legend: { labels: { // Filter out datasets we don't want in the main legend if needed } } } } }); } function toggleFaq(header) { var content = header.nextElementSibling; if (content.style.display === "block") { content.style.display = "none"; } else { content.style.display = "block"; } } // Initialize chart with default/zero values on load document.addEventListener('DOMContentLoaded', function() { updateChart([0, 0, 0], [16, 1.0, 2], [4.5, 0, 1.0]); // Initial values matching defaults calculateThrowWeight(); // Run calculation on load with defaults });

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