My version of a MFF Tool Kit (Uniform Tracker, with Wardrobe, and Max Stats Calc.) (3.0.0)

Hi again folks, it's me again!

This time I'm sharing something I've thought about for quite some time - the Tool Kit from my Roster Spreadsheet. The reason I'm sharing these tools separate from the Roster sheet is, well, to remove all the extraneous stuff that comes with it, if you only intend to use the Tool Kit.

My MFF Tool Kit 3.3.0.

What's included:

  • Uniforms tab

  • Uniform Usage tab

  • Wardrobe

  • Max Stats Calculator

  • Various Data tabs

BREAKDOWN:

- UNIFORMS TAB:

A reworked version of the UNIFORMS tab in the ROSTER sheet. In this version, however, you fill out OWN and RANK yourself (instead of pulling the data from the ROSTER tab). These are the only things you need to fill out. Everything else is populated by functions.

UNIFORMS:

The names of the uniforms. Will turn green if OWN=Y, red if OWN=N.

OWN (Y/N):

Fill out Y for owned, and N for not owned. Will turn green if OWN=Y, red if OWN=N.

RANK (1-6):

Fill out the current rank of each owned uniform.

OPTIONAL UNIFORMS:

The 5 optional uniforms for each uniform. Green background if the optional uniform is marked as owned in OWN. Red if not.

OPTION [1-5] / OWN / RANK:

More details on the optional uniforms, including the rank of the optional uniform.

- UNIFORM USAGE TAB:

Here you'll see for what uniforms each uniform functions as an optional uniform, and for what option. Everything is populated automatically.

UNIFORMS:

The names of the uniforms. Will turn green if OWN=Y, red if OWN=N.

OWN (Y/N):

Pulls data from UNIFORMS tab. Will turn green if OWN=Y, red if OWN=N.

RANK (1-6):

Pulls data from UNIFORMS tab.

USED ON UNIFORMS:

The uniforms each uniform is an optional uniform for. Green background if the uniform is marked as owned in OWN. Red if not.

UNIFORMS / OWN / RANK:

More details on the "used on uniforms", including the specific option.

- WARDROBE:

Changed the looks a bit on my Wardrobe tool, to get the same cheesy look as the Max Stats Calc ;)

Apart from that, I also added a conditional formatting to the OPTION cells for EQUIPPED UNIFORM USED FOR.

Below is a lot of copy/paste from my previous posts, so you might recognize one or two things.

How to use the Wardrobe:

UNIFORM TO TRY ON:

Pick the uniform you'd like to know more about. Will turn green if OWNED=Y, red if N.

UNIFORM TO TRY ON - OWNED:

This will tell you if you own the chosen uniform. (Gets the information from the UNIFORMS tab)

If Y = Green, if N = Red.

UNIFORM TO TRY ON - RANK:

This will tell you the rank of the chosen uniform. (Gets the information from the UNIFORMS tab).

Color formatting:

"-" = Black <3 = Red 3 = Orange 4-5 = Yellow 6 = Green

OPTIONAL UNIFORMS FOR EQUIPPED UNIFORM:

This tells you which uniforms you need for the different bonus options (1-5) for the chosen uniform.

These cells, as well as OWNED and RANK work the same way as above.

OPTIONAL UNIFORMS FOR EQUIPPED UNIFORM - OPTION:

Which options the optional uniforms affect.

OPTIONAL UNIFORMS FOR EQUIPPED UNIFORM - BONUS OPTIONS:

The possible bonus options for each rank of the uniforms

EQUIPPED UNIFORM USED FOR:

This section tells you how the chosen uniform affects other uniforms.

These cells, as well as OWNED and RANK work the same way as above.

EQUIPPED UNIFORM USED FOR - OPTION:

Tells you which option the equipped uniform affects. Conditional formatting adds colors depending on whether the listed uniforms are ranked high enough or not to gain the option the equipped uniform affects. Green if yes, red if no.

EQUIPPED UNIFORM USED FOR - BONUS OPTIONS:

The possible bonus options for the specific option that the equipped uniform affects.

OPTION / RANK:

Over to the very right there's a table where you can rank the bonus options for the uniforms. This is completely optional, but the idea behind this is to make it easier to get an overview of the usefulness of the "equipped" uniform in the Wardrobe.

The ranking ranges from 1-4, and fills the cell with colors as follows:

1 - Green

2 - Yellow

3 - Orange

4 - Red

You can use this if and any way you want. My included ranking is just an example. You could, for example, just rank the 4 best options 1-4 to make them more visible.

- MAX STATS CALCULATOR:

Here you can tweak your Urus and Uniforms to see the best way to max your stats.

How to use the Uru bit:

IMPORTANT: ONLY fill out the yellow cells, and don't touch anything else.

CHARACTER (OPTIONAL):

Simply to keep track of which character you're currently tweaking. Drop-down list, but no functions involved.

STAT:

Dropdown list with abbreviations of the capped stats. See tables in MAX STATS CALCULATOR DATA for explanation, if you don't know which is which. - Must be filled out.

MAX VALUE FOR [SELECTED STAT]:

Automatically popluated based on selected stat.

IS [SELECTED STAT] SET ON 4TH GEAR? (Y/N):

Is the selected stat currently the 3rd option on your 4th gear. Y or N. - Must be filled out.

[SELECTED STAT] VALUE FROM DETAILS PAGE:

Check the character's details page, and fill out the current value for selected stat. - Must be filled out.

[SELECTED STAT] VALUE FROM SKILLS (OPTIONAL):

Does the character have an Active Skill that boosts the selected stat, and which can be used more or less continuously with high enough Skill Cooldown? E.g. Iron Fist with Hobo uni has an active skill that boosts DP and Dodge for 20 secs, with 30 sec cooldown as default. Fill out this value if you like, and if you consider it consistent enough to count.

URU (RANK/AMPLIFIED):

Here you fill out the rank of the Urus, as well as if they're amplified or not.

There are 8 cells, all named [1-8], with 2 columns each for RANK and AMP?. In the column to the left you fill out the rank (0-6) (0 is explained below) of the Uru, and in the column to the right you fill out whether the Uru is amplified or not (Y/N).

The % row populates automatically based on the RANK/AMP? row, using an OFFSET function.

The value in the RANK column is the % boost for a non-amplified Uru, while the value in the AMP column is the added % boost you get from amplifying the Uru.

CURRENT and NEW both have the same exact layout for the RANK/AMP? and % rows. Use CURRENT to fill out what you have currently equipped in the slot, and NEW for possible new Uru equipping.

If you're thinking of replacing some equipped Uru, place the new Uru in the same column. E.g. If you have a 2* Uru on #1, and want to replace/enhance this specific Uru, place the new Uru directly below.

If you're thinking of adding more equipped Uru, place the new Uru in unused columns. E.g. If you currently have 4 equipped Uru, place those in CURRENT #1-#4, and any new ones you want to add in NEW #5-#8.

If you're thinking of removing equipped Uru, place a rank 0 Uru as new, below the current Uru you want to remove. E.g. If you have an equipped Uru you want to remove, placed in CURRENT #1, put a rank 0 Uru in NEW #1.

The placements mentioned above are important for the calculations to be correct.

DIFF will show the difference between your current Urus and the new Urus. If the difference is <0 the cell will turn red, and if it's >0 the cell will turn green.

TOTAL shows what the total values for each Uru will be based on your setup in CURRENT/NEW:

  • CURRENT empty, NEW populated -> TOTAL will show the value from NEW.

  • CURRENT populated, NEW empty -> TOTAL will show the value from CURRENT.

  • CURRENT populated, NEW populated -> TOTAL will show the difference between CURRENT and NEW.

The TOTAL column to the right shows the total values for CURRENT, NEW, DIFF and TOTAL. The TOTAL TOTAL is the total value you get from Urus given your setup in the table.

For the cell with the total value for DIFF: If the difference is <0 the cell will turn red, and if it's >0 the cell will turn green. This value is for later calculations.

Lastly there are some calculations based on whether your selected stat is set on the 4th gear or not, and whether you want to keep or add it to the 4th gear. The texts and the calculations change depending on whether the stat is set on the 4th gear or not:

If "Is [selected stat] set on 4th gear? (Y/N):" is set to Y:

1st calculation:

Text - "With [selected stat] kept as 4th gear option"

Calculation - "[selected stat] value from Details Page:" + "[selected stat] value from Skills (Optional):" + TOTAL:DIFF

2nd calculation:

Text - "With [selected stat] removed as 4th gear option"

Calculation - "[selected stat] value from Details Page:" + "[selected stat] value from Skills (Optional):" - the value from the 4th Gear table for [selected stat].

If "Is [selected stat] set on 4th gear? (Y/N):" is set to N:

1st calculation:

Text - "With [selected stat] rolled as 4th gear option"

Calculation - "[selected stat] value from Details Page:" + "[selected stat] value from Skills (Optional):" + the value from the 4th Gear table for [selected stat]

2nd calculation:

Text - "With [selected stat] not as 4th gear option"

Calculation - "[selected stat] value from Details Page:" + "[selected stat] value from Skills (Optional):" + TOTAL:DIFF

Difference from MAX: This simply compares the calculated total values with the max value for the selected stat.

How to use the Uniform bit:

EQUIPPED UNIFORM:

From the drop-down list, choose the uniform you have equipped on the selected character. Cell will turn green if Owned: is Y, and red if it's N.

OWNED:

This will populate automatically with Y or N, based on the values in the UNIFORMS tab.

RANK:

Same as with Owned, but instead retrieves the current uniform rank. If you don't own the uniform it'll show -.

OPTIONAL UNIFORMS:

Will populate automatically based on selected uniform. Green for owned, red for not.

OWN? & RANK:

Work the same way as for the selected uniform.

POSSIBLE STATS OPTIONS:

Shows all options that can be rolled for each optional uniform. Does not change. Will show the selected stat (cell M4) in green.

IS [SELECTED STAT] CURRENTLY ROLLED ON THE UNIFORMS BELOW:

One cell for each optional uniform (Y/N).

OPTIONAL UNIFORMS THAT AFFECT [SELECTED STAT]:

Populates automatically with the 1 or 2 optional uniforms that you can roll the selected stat on. E.g. AS will show 2 uniforms, while CR will only show one.

Values Current Optional Uniform Rank:

RANK:

Will populate automatically based on the optional uniform's rank listed in the table above.

CURRENT [SELECTED STAT] VALUES:

FLAT - Here you need to fill in whatever flat value you have for the selected stat on each optional uniform at the moment.

% - Uses function to convert the flat value into %, based on the selected stat.

FLAT/%:MIN/MAX:

These cells show the min/max values for the Current Optional Uniform rank.

Values Wanted Optional Uniform Rank:

Here you can test how the rank of the optional uniform will affect the selected stat.

RANK (0 to remove):

Enter the rank (1-6) you want for the optional uniform. If you have the selected stat rolled on the uniform option already, and want to see what would happen if you re-roll for something else - enter 0.

FLAT/%:ADD:

This will calculate how much you'll gain from upgrading the optional uniform from the current rank to the wanted rank. These values are only based on the MIN value for each rank, which you get automatically when you upgrade the optional uniforms. If you re-roll for a higher value, you'll need to edit your input in the FLAT column.

There are some circumstances where ADD will ignore the Current Rank for the optional uniform:

  • If you don't own the Equipped Uniform (RANK showing -).

  • If the Equipped Uniform rank is too low to gain the stat from the optional uniform (E.g. You're looking at the RR stat, but your Equipped Uniform Rank is 1, meaning you can't roll this option yet).

  • If you don't have the selected stat as your current option on the optional uniform (See IS [SELECTED STAT] CURRENTLY ROLLED ON THE UNIFORMS BELOW)

If any of three criteria above are met, ADD will show the total possible gain from the Wanted Rank, which is the same as the FLAT/% MIN for the selected Wanted Rank.

There's one more situation when ADD works differently, but will only trigger if the three criteria above are not met, and that is if the Wanted Rank is less than the Current Rank. Then it'll show 0, as you can't decrease the Rank.

FLAT/%:MIN/MAX:

These cells show the min/max values for the Wanted Optional Uniform rank.

Lastly, below the tables you'll find the calculations for the total stat values. These work the same way as the calculations described for the Uru bit, but now with the values from Wanted Uniform Rank added.

That's it, I guess. The new changes and additions to my tools and tabs will most likely be included in the next update of my Roster Spreadsheet also. But, as I stated in the beginning of this wall o' text, if you feel the Roster sheet is too much, here are the tools for you to use, and the only things you have to fill out are OWN and RANK in the UNIFORMS tab.

Happy tweaking!

EDIT:

I keep forgetting to add this very crucial bit of information - To edit the file, you'll need to make your own copy of it. Go to FILE > COPY to do that.

EDIT2:

Despite my best effort to double and triple check everything in the sheet, I had missed a slightly obvious error.

In the Uniform Usage tab, there's an incorrect conditional formatting in column K (where Wong is the first uniform to show up, and does so for Angela's ANAD uniform). How to sort this on your own copy:

  • Right click anywhere in this column, below row 2.

  • Choose to view Conditional Formatting.

  • Currently, in the old version, both rules say =IF(AJ3="N";TRUE), and will turn cells red.

  • Change either of the two rules by changing "N" to "Y" (so it says =IF(AJ3="Y";TRUE)), and change the background color to green. This should be enough. Let me know if you have any problems sorting this.

In the shared file, this has been fixed as of now.

/Spangtorp

Posted Aug 25, 2017, 12:45 PM UTC · edited

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