Right now testing the calculator on low level birds (trying to get proof of concept with T3 nukes before trying to work up). The issue is it seems like my calculator only has some predictability when I am over the dINT 200 and below what I think is a dINT 300+mob INT cap. As in there's a certain point no matter the spell where adding INT stops increasing damage to mob.
My issue is when switching to the other piece-wise values via swapping to lower int gears it seems like the formula breaks down and becomes less predictive (IE: damage I am recording isn't reflective of damage the formula says I should be doing).
Has anyone done any recent magic testing and had success with creating a calculator for predicting magic damage?
Also what are some good ways for finding a particular mob's INT? Right now I am reverse engineering the INT from the formula - but the problem is at different INT levels I am getting varying answers because I am not getting consistent results from in-game.
EDIT: Found the source of some of my error in my formula's. Testing on the rabbits right outside of Sandy in Ronfaure reveals that they have 6 int; using this I was able to confirm and fix my calculator (spreadsheet really) to be able to predict accurately up to t3 nukes in full gear.
Due to having so much more Int than the mob there are higher dINT tiers than are listed on the bg wiki - specifically there is a dINT 200-299, dINT 300-399, dINT 400-499, and possibly a dINT 500+ tier (I need to borrow a brd and possibly a geo to explore that tier.
So far T3 Spells cap out at dINT 300, the original calculator assumed that you just kept getting more damage per int which is why my calculator was overestimating damage.
T4 Spells cap out at dINT 400; I have only tested Stone 4 so far but the V for dINT 400 is 1450. When I have more time I will verify the other T4's...I am hoping they will all have an M value for 300-399 of just 1 but we shall see.
T5 Spells are a little bit more tricky since their cap is assumed to be a little higher than what I can reach without buffs. Right now Thunder 5's M value from dINT 400-499 is 1...however I need more data points to pin down what the M value is from dINT 300-399 (its around 1.9-2 but need to confirm).
Once I have more time I will finish fleshing out these values and work on T6's.