Path of Building: Offline Build Planner [v1.4.71]
Hi, I have 100% chance to poison from cospris will and assassin passive noxious strike.
I plan to use ethereal knives to do the poison damage. My Question is why does spell damage not increase in the damage of the poison? I added a dagger with 80% spell damage which would increase the damage of ethereal knives but the damage of my poison did not increase in path of building. Can anyone explain why? |
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So I tested a elemental based build in PoB, found an interesting interaction with wise oak flask
Assuming I have 100% res in fire cold lightning and +1 maximum fire res from the barbarism life cluster, PoB shows that wise oak turns into highest res: fire, meanwhile if i put fire at 99% res and +1(barbarism) and cold/lightning at 100% it shows that wise oak is balanced out as equal in all elements. Is this a coding error or is +1 max res counted as 1 res for wise oak? ign: DreamsofIllusions
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There seems to be a wrong value in PoB 1.4.58 for Summon Skeleton Caster at level 20 - at levels 1-19 it grows smoothly, but at 20 it suddenly jumps about three times as high.
Last edited by EpicFail42#7165 on Aug 13, 2017, 11:17:33 PM
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Hi, i have tested the Brinerot Mark unique ring with a Stone Golem gem, and it seems that PoB is not taking into consideration the 25% increased effect of buffs granted, only the +3 to gem level.
Bye! |
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so my question is why doesn't this show dps for earthquake? The damage calculations is completely blank for earthquake, no dps, no average damage for initial or aftershocks.
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The calculation on Assassin's Mark is all wrong in version 1.4.58.
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"Assuming you're referring to the passive nodes being black/red/blue, that's the "Show Node Power" option; the checkbox for it is below the passive tree. "Spell Echo is a valid support gem for Storm Cascade, even if it doesn't actually work in-game. "What version are you using? That issue should have been fixed in 1.4.57; if you're using that version or newer, could you show the exact error message? "EDwA now applies to unarmed attacks as well as attacks with weapons, so it does indeed apply to SRS. As for Ruthless, I don't see any reason why it wouldn't also work, although I haven't actually tested it. "Support for the new shock mechanics is still pending; I need to find the time to work out a good way of handling it. "The skill description strongly implies that the bonus scales with distance, so the only question is how exactly it scales, and linear seems like the only reasonable option. As for the calculations being inaccurate, that is true for many skills with complex mechanics (e.g Firestorm and Ball Lightning); but I've made a decision not to pursue detailed simulation of such skills for the time being, as it is quite a big can of worms to be opening. Although in this case, as the skill DPS does scale with attack rate (breakpoints notwithstanding) and average damage, the program's output is still fairly useful for optimising the skill. "It does not currently. "Fixed in the next update. "The next update will remove the cap. "Unfortunately I can't add new spectres from 3.0 yet (or update old ones), as there's a new scaling mechanism used for monster and minion spells that I haven't been able to reverse engineer quite yet. "Those options are present, but like most options they won't appear unless they can have an effect, which in this case requires having Instruments of Virtue allocated. "Path of Building takes many things into account that the in-game tooltip does not, such as curses and resistance/penetration, so it often shows a higher output. "Did you set your character level correctly? The option is at the top, next to the class selection. "It is intended that the extra damage only applies when that option is selected, as it allows the bonus damage to be toggled on and off without having to disable the gem entirely. Ideally the debuff wouldn't show up if the option was disabled, but I don't have the technical capability to do that at the moment. "That's an interesting idea. It may be a little tricky to manage though, as I want to avoid saving character/account names within a build. I'll make a note to look into it when I have the time. "Perhaps; but if it does work that way, then how am I to simulate it correctly? " "It does work, but you need to set the "Are you always on Full Life?" option in the Configuration tab; but like most options it won't appear unless it can have some effect, which in this case requires having Damage on Full Life linked to your main skill (although I'm considering removing that requirement in this specific case, due to the number of false bug reports about it). "That is one of the first feature requests I received for the program, but unfortunately I don't have experience setting up things like that, so I don't know if or when it is likely to happen. "That's odd; I had no trouble importing any of your characters. "Are you sure you have Herald of Ice's Socket Group socketed into the helmet? The supports from the helmet seem to apply just fine to Herald of Ice. "Ah, it seems the breakdown for the Bleed calculation is leaving out the step involving the Ruthless Blow effect modifier; that's fixed in the next update. "It would indeed be nice, however the calculations involved aren't quite so nice due to the number of factors that have to be taken into account, so it isn't something I'm likely to get around to working on any time soon. "I have very little interest in actually making money from this program; I only set up my Patreon after numerous requests from users who wanted to compensate me for my work. Anyway, as I said the amount of work required would be immense, and the existing version of the program would suffer from the loss of development time while working on a mobile version, so it isn't something I'll be looking into for a while. "Any damage shown on the in-game character sheet for minion skills is 100% meaningless, and cannot be taken as proof that any give effect is actually applying to the minion itself. For those enchantments to apply to minions would be contrary to game mechanics, as minions do not benefit from the player's stats. However, I did test it, just in case there was something special about those enchantments. I summoned a Zombie on a character with the Fire version (Adds X-Y Fire Damage if you've Killed Recently), and allowed it to hit enemies while I was killing often enough to keep the extra damage active, and found that it only ever dealt Physical Damage (there were no flames in the hit animation, nor did it ever Ignite an enemy). So I believe that Path of Building's handling of those modifiers is correct. "Fixed in the next update. "Fixed in the next update. "Ailments, including Poison, do not benefit from modifiers to Spell Damage, and never have, with the exception of certain spells pre 3.0.0, such as Essence Drain and Vortex. "Where are you reading your total resistances from? If you're going by the "X Res. Over Max" in the sidebar, then you need to be aware that those stats factor in increases to your maximum resistances, so if the sidebar shows "Fire Res. Over Max: 24%" and you have 76% maximum Fire Resistance, then your total Fire Resistance is 100%. "The data for Skeleton Caster's spells hasn't been updated yet, as there's a new scaling mechanism used in 3.0 that I haven't been able to reverse engineer. "Ah, I think I managed to break that when I reworked Socketed Gem modifiers to also apply to minions. It'll be fixed in the next update. "If you're not seeing any damage calculations then it means you don't have a compatible weapon equipped. That reminds me though, I really need to add a message somewhere that informs you if a skill is disabled in that way. "Could you clarify, please? I'm not aware of any issues with that skill. |
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A problem: All of my armors that I have copy and pasted in from the game default to 20% Quality. Is there a way to change this so that my defense numbers are accurate? Thank you!
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is there any plans for level by level passive planer ?
like on what level pick what |
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" For 'Release at 6 stages'- calculate is like 12 non-ruthless hits then 6 all-ruthless hits. Then repeat. Though technically we would get same 6 ruthless blows in each 18 hits but maybe it has some effect on the total DPS calculation? I don't know really Last edited by Garfunkel#1567 on Aug 14, 2017, 1:05:16 PM
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